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Creator: U/Maxhydro ♦ Writer: U/ThePumpkinator87 ♦ Editor: U/Resdamalos

A guide to a fantastical, steam-driven fantasy setting

for the world's greatest roleplaying game


Table Of Contents
Overview 3 Weapons and Armor 56
4 Firearms .......................................................................................... 56
Races, New and Old Unique Weapons ............................................................................62
Awakened Undead ........................................................................... 4 Modern Armor ................................................................................64
Clockwork Automaton .....................................................................8
Dhampir ...........................................................................................10 Magic Items 65
Kobold (Revised) ............................................................................ 11
Shadar-Kai (Shadowfell Variant) ................................................12 Artifacts 71
Racial Adjustments ........................................................................14 Lycan's Bane ....................................................................................71
Classes 15 Sworn Pactbreaker ........................................................................71
Armor Set of the Tyrant ................................................................72
Where's the Artificer? ....................................................................15
Card Master .................................................................................... 16 New Feats 73
Gunslinger .......................................................................................22
Existing Class Adjustments .........................................................29 New Technology 77
Warlock Pact Boon: Pact of the Firearm .................................. 31
Arcane Tradition: School of Invention .......................................33 Steampunk Tools ........................................................................... 77
Unique Items/Gear ........................................................................78
Backgrounds 35
Prosthetics 81
Doctor ...............................................................................................35
Law Enforcement .......................................................................... 37 Madness 85
Mercenary ........................................................................................38
Merchant ..........................................................................................39 Mounts & Vehicles 87
Philosopher .....................................................................................41
Slave ................................................................................................. 42
Credits 90
New Spells 43
Spell Lists ........................................................................................43
Spell Descriptions ......................................................................... 45

2
Overview
City Vs. Outside World
GM Note: This is a live document, and will be In the cities, although humans, elves, dwarves, and gnomes
updated a little bit at a time. It is not, by any means, make up the majority of the population, other diverse races
all-inclusive.
In particular, expect to see additional weapons,
can be found in smaller numbers, such as kobolds, goblins,
mechanical changes, and other miscellaneous
half-orcs, dragonborn, etc. Some of these “exotic races”,
options as changes are made/implemented. though, prefer the tranquility of the natural world and less
populated settlements.
Law enforcement agents are better equipped then the
average town guard, but aren’t necessarily better as a result.
General Info: Medicine has also improved with technological advancement,
allowing people in general to live longer and stay healthier.
This compendium takes its inspiration from two broad One can still expect the city to be divided into the
genres: the Victorian era and Wild West era, times spanning traditional poor and rich districts, but this division has
around the 1800s to the early 1900s. It introduces a worsened to the point where the poor district is much larger,
multitude of varying mechanics, weapons, races, classes, and due to the exodus of people moving to cities for their larger
more. job opportunities, safety, or other unspecified reasons.
This book contains mechanics and flavor that can be used The richer parts of the cities are usually closer to the city
piecemeal to suit the DM's desired form of adventure and center or at higher elevations, having better access to many
play. The book was made to have versatility in mind; the different kinds of services, such as the aforementioned
mechanics introduced can be ignored or altered to better suit medicine and law enforcement.
the world the Dungeon Master has built. The poorer parts of the cities are usually closer to the city
Alongside this book, you can also find "Steampunk walls or on these outskirts. You can find the slums, ghettos,
Compendium Volume 2: What Lurks in Shadows", a monster and run-down areas where the poor and deprived gather and
compendium to flavor your world with mechanical marvels as try to survive in this new age. In these areas, law enforcement
well as horrifying and thematic NPCs based out of Victorian and other services are a bit scarcer, causing crime to be more
horror. If you have any questions on rulings, mechanics, or rampant.
anything involving the book, please do not hesitate to contact The real danger of these cities are the criminal underworld.
one of the three creators via private message on Reddit. A nest of cheats, scoundrels and liars, the place where
thieves and murderers satiate their growing desire to spread
Optional: World Background anarchy and commit crimes. Usually, the underworld of a city
The world has entered a new era of technological is located in the slums, but in some cities it is similar to an
advancement. With inventors tinkering away in their shops infestation that has grown out of control and practically holds
and mages unearthing powerful artifacts the world has yet to a town or city hostage.
witness, technology has begun to look indisiguishable from No matter how much law enforcement may try to cut down
magic. Races from far away lands, and weapons of war find on underworld activity, they will never be able to destroy it
themselves brought into the fray. The very being of the world completely, and some may not even want to. Corruption is
has changed in previously unimaginable ways. In the face of quite profitable, after all, if one can get past the suffering they
discovery and innovation, how will the people react? inflict on others.

3
Races, New and Old
Awakened Undead
by u/The_Singular_Anyone
THE MISTS CLING TO THE TALL CHARRED PINES

of the valeheart woods like clawed spectral fingers, as the


billowing breeze breathing through the trees give this
miasma a sinister semblance of life. At once menacing and
warding against outside visitors to this deathly realm, the
locals know well of the evil nature of this forest, and how
willing the very air of this place is to choke the live out of
those foolish mortals that venture inside.
Nevertheless, a gnarled dwarf by the name Blidwenn gazes
into the opaque vapor streaming from the trees, his eyes
more accustomed to the dim light of this place than the pure
sunshine found in more wholesome lands. Braiding a few
errant strands of beard, Blidwenn continues his vigil for well
on an hour, tracing the elusive forms in the mist for any sign
of living movement. Clasping his braid in a ruddy, calloused
hand, the dwarf lets loose a sigh and slowly rises to his feet.
His sharp dwarven eyes snap open and he pauses instantly
mid-motion. Movement in the mists, shadows, a shape
emerging from the woods. His vision traces the outline of a
lean, solitary figure, set bone white against the grey fog. With
slow, creaking footsteps, the creature emerges from the fog
and advances on the steadfast dwarf.
"That you, Clacks?" Blidwenn rumbles, his hammer
suddenly finding itself in his large hands, "You see anything
in there?"
"Indeed, friend," the approaching skeleton replies dryly,
holding aloft a faint, purple gem, "The master's old phylactery
wasn't nearly as well defended as he would have us think."

4
    Death comes for all things in a near-infinite variety of ways.     Some undead are born into freedom, while others earn it
So, too, are there many reasons that the dead might return or have it thrust upon them. Regardless, all undead that have
from the grave. Directly applied necromancy, cursed lands, freedom greatly cherish it, as the reminders of what could
and unfinished buisness are but a few, and all leave the easily happen were they not fortunate enough to possess free
newly-undead soul with a mere semblance of the life it had will abound throughout history. Many consider it their sacred
before. All undead carry the physical or emotional scars of duty to free other mindless undead, or simply dispatch them
what ended their mortal lives, though some may be far more wherever they may be found. The reason is straightforward
subtle than others. enough: a final rest awarded to all mortals is greatly
preferential to eternal slavery to the likes of a short-sighted,
Dead and Reborn megalomaniacal wizard.
Typically having no lands to call their own, undead with an Fallen Home, Forgotten Past
awakened sense of self are typically perpetual foreigners,
wanderers in a land and often a time not their own. For many awakened undead, the past is a distant homeland to
Compounding matters, most mortal cultures carry within which they may never return, holding names and faces now
them an instinctual fear of death and the dead, and many partially-forgotten, and loves and lives as dead as they are.
associate necromancy specifically with dark tidings. This The anguish of this loss is enough to drive many mad, but
forms a wall of (often well earned) prejudice and hatred that others use this rage and pain as a source of power and drive,
sentient undead find themselves up against, and many carrying them further on the road to whatever dark destiny
undead choose to hide their necrotic natures behind clothes, awaits.
masks, and pungent perfumes when journeying into Frequently, entire countries, customs, and cultures the
civilization. undead may be familiar with no longer exist, and the sentient
Depending on composition, humanoid undead typically dead behaves or speaks in a antiquated fashion because of
range a wide gamut from 20 to 300 pounds, and may possess this. It may be even more difficult than usual for such undead
empty eyes, a colored flame-like magical aimuss in their to relate to more modern mortals, and typically these undead
sockets, or harrowed, surprisingly mortal eyes burning with leverage what companions they may have to bridge this
an inner fire. Hair (if they have it at all) is usually lank, dark, epoch-long communication gap.
and wrought with grime and grave dirt that no amount of
cleansing will fully remove. Undead Names
Service and Freedom Many undead that awaken into sentience prefer to keep the
names they held in their mortal lives. For others

Undeath is effectively immortality, a strong reason why many however, their mortal names are forgotten or have lost
mortal spellcasters of a certain moral bent consider it a meaning. These undead often adopt nicknames given to them
viable alternative to actually dying. Still, it is not immortality by their former masters or present companions, and hold
without price - senses and emotions dull, food and drink no them to be as true as any other creature's birth name.
longer have taste, and often an undead state comes alongside
a subservience of will and unthinking service to a master who
likely does not have the world's best intentions at heart.

5
Examples of names given in this fashion may be seen Skeletons
below: An animated figure made of dry bones devoid of flesh and
Names: Rattlebones, Spore, Rotface, Raven, Bane, Carver, muscle, you were likely raised by a necromantic caster or
Drudge, Rook, Mort, Pale, Minion, Crumble, Shade dark, supernatural curse as a simple minion, completely
without will and self knowledge. Something changed,
Awakened Undead Traits however; perhaps your master was slain, the land cleansed,
or you merely awoke one day to fragmented memories of
Awakened undead have the following traits in common: your previous life. Whatever the case, possessed of a
Ability Score Increase. Your Constitution score
fragmented sense of self and newfound purpose, you struck
increases by 1. out into the wider world to find a new destiny.
Dead Immortality. You do not age. Given time, the Ability Score Increase. Your Dexterity or Intelligence
necromantic energies that sustain you will heal most wounds score increases by 2.
you take at approximately the same rate as a mortal, and your Bloodless. You are immune to poison damage and the
hit dice function as normal. poisoned condition.
Past Life. Choose another living race besides this one. Bone Pile. When you are reduced to 0 hit points but not
Before your death, you were a member of this race and killed outright, you can drop to 1 hit point instead. If you do,
appear as an undead version of it. Your size, height, and you reduce yourself to a pile of bones, render yourself prone,
movement speed are the same as a typical member of that and are considered under a similar effect to the feign death
race. You do not retain special movement speeds from this spell. While subject to this condition, you are unable to move
race (such as swimming or flying), and, though you may or take action other than using your action to end this effect.
choose to have formerly been a member of a subrace of a You can't use this feature again until you finish a long rest.
particular race, you derive no benefits from doing so. Bone To Pick. Whenever both of your hands are free (not
Undead. Raised from the dead as a beaing of undeath, you including equipped shields), you may use a free hand and a
count as an undead creature for all spells and abilities that bonus action to remove one of your hands or arms. If you
affect the undead. You are immune to disease and treat remove an arm, it counts as a weapon with the finesse
exhaustion as if it was one level less. You do not need to eat property that deals 1d6 bludgeoning damage, and you have
or breathe, but you can ingest food and drink if you wish. proficiency with your arm while you wield it. If you remove a
Instead of sleeping, you enter an inactive state for 4 hours hand, it counts as thieves' tools or a similar set of simple tools
each day. You do not dream in this state; you are fully aware while you hold it. In either case, removed hands and arms
of your surroundings and notice approaching enemies and may be re-attached by using another bonus action.
other events as normal.
Darkvision. Through the necromantic energy animating Revenant
you, you are able to perceive with greater clarity thatwhich When a brutal murder or an atrocious crime slays an
lurks in the darkness. You can see in dim light within 60 feet innocent soul endowed with suffcient willpower, there is a
of you as if it were bright light, and in darkness as if it were rare occasion where the victim refuses to stand by and stay
dim light. You can't discern color in darkness, only shades of dead. You were created not at the whim of a mortal
grey. spellcaster, but when you were slain and either a god of
Languages. You can speak, read, and write Common and death, veneance, or justice, or you yourself, took enough
one language avalible to the race you chose for your Past umbrage at the death to raise you from the grave, typically at
Life. least a full day (though sometimes up to centuries, if the
Subrace. Three types of awakened undead are avalible to revenge is still relevant) after your death occured.
you. Choose Skeleton, Revenant, or Ghost, listed in the
following sections.

6
Born again out of an undying thirst for vengeance, you will  
not rest until the wrongs surrounding your death have been
righted. Though you superficially appear similar to a zombie,
complete with tattered flesh and sporadic decay, your eye A Matter of Life and Death
gleam with an intelligent intent, a burning passionate fury Death doesn't have to be the end for a player
that will lay low all in your way. character - an interested DM may allow a dead
Ability Score Increase. Your Charisma or Strength score character to rise from their grave as one of the
increases by 2. awakened undead, replacing the character's race
Eternal Vengeance. You know at all times the general and subrace features with those listed here.
direction of and relative distance to a creature of the DM's Conversely, an awakened undead character can
wish to regain their mortal life. This may only be
choosing against whom you seek revenge for your death, even achieved through the use of the true resurrection
if the creature and you are on different planes of existence. spell, and, again, DM permission. A character
Should this creature die by your hand or that of another, you returning to their mortal life replaces their
instantly know, and your DM chooses another creature also awakened undead race and subrace with what they
responsible for your death for their feature to apply to, should chose for their Past Life feature, loses all features
such a creature exist. and abilities associated with being an awakened
Poison Resilience. You have advantage on saving throws undead, and instead gains abilities typical for a
against poison, and you have resistance against poison member of their new race.
damage.
Unnatural Vitality. When you drop to 0 hit points, you may
choose to stay conscious instead of falling unconscious. If
you do, you gain temporary hit points equal to your total
character level. In this state, you may take an action or bonus
action on your turn, but not both, and you make death saving
throws at the end of your turn as usual. You can remain in
this state until you fail your first death saving throw (at which
point you fall unconscious and continue making death saving
throws until you stabilize or regain additional hit points) or
die outright to massive damage. You can't use this feature
again until you finish a long rest.
Ghost
Lingering souls of the dead and departed, ghost are raised as
servants by potent necromancers or hold onto the world
theselves where there is unfinished business they yet to
accomplish. Adventurous ghosts such as yourself typically
either escape the masters that raised them or have
something unresolved from their days amongst the living that
requires they journey far and wide. If a ghost is charged with
unfinished business it can take many forms, from protecting
a loved one to keeping a particular item safe to simple
revenge. Ghosts are spectral and luminous, but solid to the
touch, and can interact with objects as mortals do. All ghosts
carry obvious and sometimes twisted marks of what caused
their death, which are often quite disturbing to all but the
most jaded mortals.
Ability Score Increase. Your Charisma or Wisdom score
increases by 2.
Bloodless. You are immune to poison damage and the
poisoned condition.
Flight. You gain a fly speed equal to half your land speed,
rounded up to the nearest 5 feet.
Withering Touch. Your unarmed strike deals necrotic
damage, as well as additional damage equal to your
Constitution modifier.
Incorporeal Stride. You can move through other creature
and objects other than physical barriers (such as walls or
ceilings) as if they were difficult terrain. Once per short rest,
you may pass through up to 10 feet of physical barriers
(treating them as difficult terrain) as a part of movement. You
take 1d10 force damage if you end your turn inside an object
or barrier, and are immediately ejected to the closest
available space if within a barrier.

7
Some Automatons can be incredibly naive and lack a sense
Clockwork Automaton of introspection. However, many others are the opposite and
By u/Maxhydro question their existence, they wonder if, as constructs, they
have souls, and ask what becomes of them in the afterlife.
There was once an ambitious master engineer who wanted More intelligent automatons create complex philosophies
to create life. The engineer gave their all to birth such a about what they perceive and learn. Though they can show
creation, until finally, using clockwork prosthetics, the loyalty to religions and organizations, typically they become
scientist created fully sentient automatons. At first they were loyal to a small group of comrades.
mindless machines, blindly following orders, but eventually Automatons built for war understand duty, the chain of
they grew consciousness, thoughts, and emotions. They'd ask command, and conflict. But aside from this, many
questions and wonder if they too were living beings. No such Automatons often have little life experience as they have
answer was found, and the scientist died in the wake of their spent most of their time working towards one specific duty. If
creations - or so it is thought. there is one interest all Clockwork Automatons share it is
The future of this race of machines is a mystery; only a few their love of working and the satisfaction of a job well done.
automatons were made to the complexity of the scientist's Many create endless lists of goals and chores to feed that
original design, and all of their schematics, blueprints, plans, feeling. They take pride in their work and can work incredibly
and notes vanished with their death, save for a single note, hard, both traits that make them dislike idleness and failure.
telling of a secret apprentice that would continue their work Automatons can excel at most tasks, having a single-minded
where no one could find them. Few automatons exist efficiency, especially in combat related roles. But this same
claiming to have a "soul", but it's likely more will appear when single-mindedness can often translate to a lack of creativity
the apprentice comes out of hiding. and they can be easily surprised or "outflanked."
Clockwork Automatons dislike being called "it" and usually
Physical Description accept the gendered pronoun that they most closely
Made of gears, metal, and cogs held together by magic, resemble. Some Automatons adopt names from the culture
Clockwork Automatons are beings unlike any other. They are they were created in, though most of their names were
constructed out of combinations of thick ceramic and metal assigned at construction and are straightforward and related
filaments built around a metallic skeletal frame, with a to their job, abilities or rank. Many Automatons simply accept
mysterious fibrous material acting as a muscular system. A the nicknames given to them by their comrades while others
network of tubes runs through the Automaton's body, filled seek more meaningful names that best describe them.
with a blood-like fluid designed to lubricate and nourish their
gears. Automaton Names
Automatons are completely sexless and genderless. Clockwork Automatons are usually given names by their
Though their bodies may have been designed with masculine creators, either named for their purpose or rank or adopted
or feminine features, these are considered by the Automatons from the naming tradtions of the race that created them.
to be little more than aesthetics. Automatons are able to be Some Automatons adopt a "personal name," chosen for
repaired and modified by those with the right training, which themselves after long periods of soul-searching. This name is
makes for an endless array of possible changes to their usually a special designation an Automaton reserves only for
appearances in the hands of capable engineers. their friends and carries sentimental meaning to them.
A Clockwork Automaton on average stands little taller than Examples of names given in this fashion may be seen
their creator's race's height and weighs in at 100 - 300 lbs. below:
These numbers will vary among specific Automatons. Names: Andromeda, Hunter, Legacy, Loki, Babylon, Raven,
Harmony, Hercules, Exarch, Nexus, Legionnaire, Vagabond,
Personality Vice
Clockwork Automatons have unique personalities and Names of Automatons can also be chosen by trusted
experience anger, pain, fear, and hatred, just like their human companions or by parental figures that hold a sort of close
creators. But Automatons naturally seem reserved, stoic, and bond. Examples of names given in this fashion may be seen
pensive, hiding an array of emotions behind their minorly below:
inexpressive metallic faces. Their faces were not designed to Names: Prime, Alpha, Gears, Tick Tock, Brass, Spirit,
display facial expressions, merely to replicate talking, so at Silver, Gold, Plexi, Bronze, Steel, Id
times they appear to be distant to the conversation. Despite
their lack of physical facial expressions, they're not Automaton Traits
completely without them, as their eyes tend to brighten when You share a number of traits with other Automatons:
experiencing strong or specific emotions. Some Automatons Ability Score Increase. Your Constitution score increases
have their faces modified to be more expressive for their by 2.
companion's comfort, but these expressions are learned Age. Automatons are created as adults; they have no
rather than natural and often appear stilted and awkward. childhood or adolescence. It is theorized that Automatons
may show signs of physical deterioration after about 150-200
years, but have no further aging effects after that point and no
maximum age.

8
Alignment. Automatons tend toward lawful alignments, as Finesse Frame
they were constructed to be built for one purpose, usually to Automatons with this frame type are agile, small, and quick
help their creator or other sentient beings. on their feet. These types were primarily built for
Size. Automatons who are gendered as "male" tend to have entertaining crowds with their daredevil stunts, though their
broader and heavier builds while "female" gendered speed can easily be put to other uses.
automatons are thinner, looking more like the race they were Ability Score Increase. Your Dexterity score increases

modeled after, with more elegant facial features. Your size is by 1.


Medium. Bounce Back. Your are designed to take a tumble. It only
Speed. Your base walking speed is 30 feet. takes you 5 feet to stand up from being knocked prone,
Living Construct. Even though you were constructed, you instead of half your movement.
are a living creature. You are immune to disease. You do not Nimble and Lightweight. You gain proficiency in your
need to eat or breathe, but you can ingest food and drink if choice of either Acrobatics, Sleight of Hand, or Stealth.
you wish.
Instead of sleeping, you enter an inactive state for 4 hours Mystical Frame
each day. You do not dream in this state; you are fully aware Using the magic inside them to their full potential, these
of your surroundings and notice approaching enemies and Automatons were built to assist those that were more
other events as normal. magically inclined, with a greater capacity for learning as well
Composite Plating. When you aren't wearing armor, your as the ability to store and use magic themselves.
AC is 11 + your Dexterity modifier. You can use your natural Ability Score Increase. Your Intelligence score increases

armor to determine your AC if the armor you wear would by 1.


leave you with a lower AC. A shield's benefits apply as normal Keen Intellect. You gain proficiency in a single skill chosen
while you use your natural armor. from the following: Arcana, History, Investigation, Nature, or
Languages. You can speak, read, and write Common and Religion.
your creator's native language (select one language at Magical Processing. Your exposure to magical power has
random if your creator is human). manifested itself in the ability to replicate parts of it with your
Overclocking. Whenever you take lightning damage, the own abilities. You learn a wizard cantrip of your choice.
power surges through your mechanical parts and magical Intelligence is your spellcasting ability for this spell.
circuitry. You gain the benefits of the haste spell until the end
of your next turn - that is, your speed is doubled, you get a +2
bonus to AC, you have advantage on Dexterity saving throws,
and you get an additional action, which you can use to take
the Attack (one weapon attack only), Dash, Disengage, Hide,
or Use an Object action.
However, at the end of your turn, as the energy dissipates,
the damage becomes apparent. Make a Constitution saving
throw. The DC of this save is equal to 15 or half the lightning
damage dealt to you earlier, whichever is higher. On a failed
save, you are completely immobilized until the end of your
next turn; on a success, you are still negatively affected and
can't take any actions or bonus actions, though you can still
move your speed as normal.
Subraces. Only three configurations for Automatons were
known to have been created or altered, each quite unique in
their own respect, built for different jobs.
Robust Frame
Clockwork automatons with robust frames were built to
protect and serve others. They fight off foes and can
physically carry the helpless out of harm's way.
Ability Score Increase. Your Strength score increases

by 1.
Evacuation Subroutine. Your frame is built for carrying
people and items to safety. Your speed cannot be reduced due
to being overencumbered or when lifting, carrying, or
dragging another creature.
Hulking Build. You gain proficiency in your choice of
either Athletics, Intimidation, or Survival.

9
Dhampir Traits
Dhampir Dhampirs share certain abilities with Vampires thanks to the
Physical Characteristics curse they share.
Tall and slender and with well-defined musculature, Ability Score Increase. Your Dexterity increases by 2 and
dhampirs look like statuesque humans of unearthly beauty. Charisma by 1.
Their hair, eye, and skin colors resemble unnerving versions Age. Dhampirs are long lived thanks to their vampire
of their mothers’; many possess a ghastly pallor, particularly heritage. They reach adulthood at the same rate as a human,
in the sunlight, while those with dark complexions often but can live for several hundred years.
possess skin the color of a bruise. Size. Dhampir have the same range of height and weight
While many dhampirs can pass as humans in ideal as humans.
conditions, their features are inevitably more pronounced Speed. Your base walking speed is 30 feet.
and they move with an unnaturally fluid grace. All dhampirs Darkvision. Cursed by your vampire heritage, you can
have elongated incisors. easily see through darkness. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it
Society were dim light. You can’t discern color in darkness, only
shades of gray.
Dhampirs have no culture of their own, nor do they have any Vampiric Resistance. You have resistance to Necrotic
known lands or even communities. Often born in secret and damage.
abandoned at orphanages or left to die on the outskirts of Sunlight Sensitivity. You have disadvantage on attack rolls
town, they tend to live solitary lives as exiles and outcasts. and on Wisdom (Perception) checks that rely on sight when
Individuals acquire the cultural beliefs and teachings of the you, the target of your attack, or whatever you are trying to
regions in which they grew up, and adopt additional perceive is in direct sunlight.
philosophies over the course of their complex lives. This Vampiric Magic. You know the minor illusion cantrip.
ability to adapt to a verity of circumstances provides When you reach 3rd level, you can cast the charm person
dhampirs with a social camouflage that hides them from both spell once with this trait and regain the ability to do so when
predators and prey. In rare instances, dhampirs might gather you finish a long rest. When you reach 5th level, you can cast
to form small groups or cabals dedicated to resolving their the misty step spell once with this trait and regain the ability
joint issues. Even so, the philosophies of such groups reflect to do so when you finish a long rest. Charisma is your
the interests of the individuals involved, not any common spellcasting ability for these spells.
dhampir culture. Bite. Your fangs are natural weapons, which you can use to
make unarmed strikes. If you hit with it, you deal piercing
Relations damage equal to 1d6 + your Strength modifier, instead of the
As dhampirs are scions of evil, few races view them favorably. bludgeoning damage normal for an unarmed strike
They share an affinity for those half-breeds whose sinister Blood Thirst. In the heat of battle, you can throw yourself
ancestry also sets them apart from human society, into a bloodlust. As a bonus action, you can make a special
particularly tieflings and half-orcs. Humans view them with a attack with your bite. If the attack hits, it deals its normal
combination of fear and pity, though such feelings often damage, and you gain temporary hit points (minimum of 1)
devolve into hatred and violence. Other humanoid races, such equal to your Constitution modifier, and you can’t use this
as dwarves, elves, and halflings, simply shun them. Similarly, trait again until you finish a short or long rest.
dhampirs bear a deep-seeded loathing for living creatures, Languages. You can speak, read, and write Common and
their hatred planted by jealousy and fed by frustration. one additional language.

Alignment & Religions


Most dhampirs succumb to the evil within their blood. They
are unnatural creatures, and the foul influence of their
undead heritage makes an evil outlook difficult to overcome.
Those who struggle against their wicked natures rarely
progress beyond a neutral outlook.
Dhampir Names
Lacking a culture and unified traditions, dhampirs share
humans’ predilection for a diversity of names, and most keep
their human birth names. Many dhampirs take their mother’s
surname, while others take the surname of the towns or
regions in which they were born, or use a surname derived
from a significant event.

10
Kobold Dragonheart
Kobold (Revised) Kobold dragonhearts, also known as dragonwrought kobolds
Originally by u/Elevatorrampage or Urd, are more closely connected to their dragon kin, which
Kobolds are small humanoid creatures, distantly related to shows itself in the following traits:
dragons. They are feisty and aggressive, yet inward and Ability Score Increase. Your Charisma score

industrious at the same time. They are known for their skill increases by 2.
at mining and tunneling, trapmaking, and ambush tactics. Hardened Scales. While you are not wearing any armor,
Often, kobolds are found serving dragons, becoming useful your Armor Class equals 12 + your Dexterity modifier.
yet expendable minions. A kobold adventurer, however, might Flight. You have a flying speed of 30 feet. To use this speed,
have shrugged off a life of servitude, seeking something you can’t be wearing medium or heavy armor.
bigger in the world outside their caves and tunnels. Kobold’s Breath. You can cast the color spray spell once
with this trait, requiring no material or somatic components.
Kobold Traits You regain the ability to cast it this way when you finish a
long rest. Charisma is your spellcasting ability for this spell.
As a kobold you have the following racial traits:
Ability Score Increase. Your Dexterity score
Kobold Skirmisher
increases by 1. Kobold skirmishers are the iconic type you might find
Age. Kobolds reach adulthood at age 6 and can live up to skittering in the hallways and tunnels of a dungeon or cave.
120 years (but rarely do so). They are quick and deadly, at least as long as they stay in a
Alignment. Kobolds are fundamentally selfish, yet often group.
rely on the strength of the group. This causes them to trend Ability Score Increase. Your Dexterity score increases by
towards lawful and evil alignments. an additional 1, and your Wisdom score increases by 1.
Size. Kobolds are between 2 and 3 feet tall and weigh Quick on Your Feet. As part of your movement on your
between 25 and 35 pounds. Your size is Small. first turn of a combat encounter, you can sprint towards a foe,
Speed. Your base walking speed is 30 feet. moving an additonal amount equal to half your speed
Darkvision. You can see in dim light within 60 feet of you towards any creature that has not yet moved this combat.
as if it were bright light, and in darkness as if it were dim Subterranean. Whenever you make an Wisdom (Survival)
light. You can't discern color in darkness, only shades of gray. check while underground, you are considered proficient in
Gear-smith. As part of a long rest, you can use an the Survival skill and add double your proficiency bonus to
appropriate set of artisan's tools, such as smith's tools, the check, instead of your normal proficiency bonus.
alchemists's supplies, or a poisoner's kit, to harvest raw Kobold Weapons Training. You have proficiency with the
materials and process them into one of the following items: a dagger, shortsword, whip, and hand crossbow.
hunting trap, a flask of alchemist's fire, a vial of acid, or a vial
of basic poison. If you use this feature, you always create at Kobold Scavenger
least one of these items; however, you can attempt to create a Kobold Scavengers are the crafty and resourceful ones.
second one as part of the same long rest by succeeding an Usually, the pesky traps found in a kobold den are of their
appropriate DC 15 artisan's tools check. design.
The items created are of crude make and are thus of no Ability Score Increase. Your Intelligence score

value to merchants. Each item is only good for a single use. increases by 2.
Sunlight Sensitivity. You have disadvantage on attack rolls Use What You Got. You are proficient with improvised
and on Wisdom (Perception) checks that rely on sight when weapons and you increase the damage die of an improvised
you, the target of your attack, or whatever you are trying to weapon attack to a d6. Additionally, you may use your
perceive is in direct sunlight. Intelligence modifier in place of Strength or Dexterity for
Languages. You can speak, read, and write Common and your attack and damage rolls. You must use the same
Draconic. modifier for both rolls.
Subrace. Three subraces of Kobold exist: Kobold Gear Tinker. You are able to more effectively use your
Dragonheart, Kobold Skirmisher, and Kobold Scavenger. creations. The saving throw DC of a trap you create with your
Choose one of them for your character. Gear-smith racial trait is equal to 8 + your proficiency bonus
+ your Intelligence modifier.
Tool Versatility. You gain proficiency in two tools of your
choice.
Skill Proficiency. You are proficient with one Intelligence
based skill of your choice.

11
Over time, the shadar-kai became a people of extreme
Shadar-Kai
emotions and incredible appetites. Some reveled in pleasure
and pain. Others found stimulation in complex fighting styles
(Shadowfell Variant) and difficult weaponry, such as the spiked chain. A few turned
Originally by u/moowl to the dark art of the Shadow Weave and became masters of
LURKING IN THE DARKENED SHADOWS OF A
its powers.
narrow back alley in the Gloomwrought, Talis kept to herself Their culture included means of self-flagellation; they
as she watched two creatures wrestling for survival. Other pierce their skin and bones with cruel objects, abrade their
creatures passed the alleyway, undoubtedly hearing the flesh with jagged barbs, and cover themselves in scars and
hostile commotion going on, while none paid them any tattoos for little more than the rush of feeling that these acts
attention. One of the creatures seemed to gain the upper arouse.
hand and eventually managed to strangle its opponent. It
grabbed the dead one's bad of gems, letting out a lesser growl Shadar-kai Names
to celebrate its own victory. Talis then made her advance. Shadar-kai frquently take names of heroes of their culture or
Unsheathing her magical sword, she emerged from the great warriors that they revere.
shadows only to plunge it into the creature. A violet stream of Male Names: Albrek, Baden, Codren, Emul, Hutahn, Ioan,
warm alien blood covered her sword as she withdrew it from Lucyan, Mahahn, Niku, Ovid, Razvahn, Serbahn, Shathys,
the creature's flesh. "All too easy," she thought. Teodahr, Vasylay, Zahar.
"For you, Mistress of the Night," she said aloud, and then Female Names: Afyn, Bahnka, Codruta, Doru, Dyon,
cut herself on her wrist and tasted her own blood. Although Floahr, Ghita, Helayana, Ioana, Jenit, Katryn, Lucya,
no sun or moon indicated the days' end in the Shadowfell, Markella, Nadya, Roduka, Sahyeh, Talis, Yelda, Zyna
Talis knew that it was time to find shelter, as the gray dim
light of day soon gave way to the grim darkness of the
starless night.
Long eons in the Shadowfell have shaped the shadar-kai
into a fiery and, some say, cruel people. Fighting the apathy
pervasive in their home plane, shadar-kai live passionately
and fearlessly, albeit grimly. They see themselves as
instruments of death and dissolution, the bringers of the
righteous end to complacency, stagnation, and life itself.
Theirs is a harsh society of self-interest. Among shadar-kai,
the strong of body and mind excel and create legends. The
weak molder to dust, passing into eternity unremembered.
Children of the Dark Lady
A shadar-kai has a colorless complexion that varies from
alabaster to dark gray. Shadar-kai hair is similarly drab or
raven black. The eyes are lustous red or black, lacking any
white or clear pupil. Shadows near a shadar-kai may seem to
reach out or deepen, especially when that shadar-kai is angry.
Most shadar-kai are followers of Shar, a deity of darkness
that once upon a time bestowed her gifts upon a group of
humans. This shadowy heritage compelled them to move into
the dark parallel of the Prime Material plane known as the
Shadowfell.
Passion for the Extreme
Prolonged existance in the Shadowfell did not come without
a price. The grim misery that defined the plane initially tore
the shadar-kai into dreadful beings. Gripped by the dark
despair, some shadar-kai simply faded from existance, first
turning insubstantial and then vanishing altogether. As their
people began to fade into the shadows, many shadar-kai
sought to stimulate their mind and bodies, committing
themselves to passion and excess to stave off the overbearing
malaise.

12
Shadar-kai Traits
Shadar-kai share certain traits only abided by natives of the
Shadowfell.
Ability Score Increase. Your Dexterity score increases by
2, and your Constitution score increases by 1.
Age. While on their native plane, a shadar-kai ages at half
the rate of a normal human. Otherwise, their rate of aging is
no different from other humans.
Alignment. Shadar-kai inherit a tendency towards chaotic
alignments, brought on by living in the Shadowfell. Most
often find themselves to lean towards neutral or evil.
Size. Shadar-kai are humanlike, but the weight of
existance in the Shadowfell has shaped them to be slightly
shorter and much thinner than their human counterparts.
Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Your shadowy heritage has acquainted you
with seeing in dark conditions. You can see in dim light
within 60 feet of you as if it were bright light, and in darkness
as if it were dim light. You can't discern color in darkness,
only shades of gray.
Shadar-kai Weapon Training. You are proficient with the
spiked chain, flail, net, and whip.
Shadow Jaunt. You can cast the misty step spell once
using this trait. You regain this ability to do so when you
finish a short or long rest.
Sunlight Sensitivity. You have disadvantage on attack rolls
and on Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are trying to
perceive is in direct sunlight.
Languages. Shadar-kai retain their home dialect, since
they were once humans; their existence rarely gives them any
need to learn any other. You can speak, read, and write
Common and Undercommon.

Spiked Chains
The spiked chain is an exotic weapon chiefly found
in the shadar-kai's arsenal. It is highly unusual and
unwieldy, making it difficult to master.
In order to wield the spiked chain effectively,
you must have the Great Weapon Master feat,
otherwise, each weapon attack you make with it
has disadvantage. The shadar-kai, who have been
trained to use this weapon from a young age, can
ignore this requirement.
Spiked Chain. This length of chain with spikes
welded onto its links weighs five pounds. It has the
heavy, reach, and versatile properties. For those
daring enough to use it one-handed, it deals 1d6
piercing damage on a hit; for standard, two-handed
use, it deals 2d4 piercing damage instead.
Shadar-kai legends tell of their ancient warlords
that wielded dual spiked chains, one in each hand,
and led their people to conquer the darkest
reaches of the Shadowfell.

13
Racial Adjustments Gnomes:
In this more advanced age, the growing presence of magic Rock gnomes
and technology has changed the way races interact with their “Rock gnomes” are now more commonly known as “Tinker
surroundings. gnomes” as their tinkering typically places them in
These changes will evolve with the campaign as it goes. technological roles. They have advantage on any checks that
Everything you see here is capable of changing in the future involve manipulating a mechanical or electric item.
or not being involved in the game at DMs discretion.
Forest gnomes
Dwarves: Forest gnomes typically avoid the bustle of the cities, instead
choosing to hone and maintain their knowledge of the world
Hill dwarves outside their walls. They have advantage on Wisdom
Many of those that used to be referred to as “hill dwarves” (Perception) checks outside of civilization as long as they can
moved on to fill in as intermediaries between the deep- see.
dwelling mountain dwarves and the growing “civilized” world.
Hill dwarves have become surface dwellers that gain Half-Elves
advantage on Charisma (Persuasion) checks among common Life spent among modern technology and readily accessible
folk, but have lessened darkvision, up to 30 feet. lighting has left half-elves without darkvision.
Mountain dwarves
As half-breeds, half-elves are haunted by the social stigma
Many of the mountain dwarves remained in seclusion within of their mixed ancestry. Quick thinking and the need to
mountainous fortresses. As a result, they have trouble adequately assess social situations has granted them
congregating into civilized areas and prefer more natural advantage on Wisdom (Insight) checks against commoners,
areas. Their heritage retains the dwarves' 60 foot darkvision. but they have disadvantage on Charisma (Persuasion) checks
against individual who have “racial pride,” particularly
regarding Elves and Humans.
Elves: As half-breeds, half-elves are unable to reproduce.
With the exception of drow and moon elves, adapting to
modern technology has left most elves without darkvision, Half-Orcs
but provided other unique traits instead. Orcs can still be found in the modern world as a sentient
High elves
species, but are more often than not in highly vegetated areas
High elves have advantage on Wisdom (Perception) checks far from civilization, usually farmers or secluded societies.
involving eyesight in direct sunlight. Half-orcs deal with prejudice similarly to half-elves, but
Moon elves have darkvision up to 60 feet in direct tend to be more feared (usually with good reason). They gain
moonlight, as long as there are no other light sources within advantage on Charisma (Intimidation) checks against
60 feet. They also have advantage on Wisdom (Perception) common folk, but have disadvantage on other Charisma
checks in these conditions. checks against them.
Having distanced themselves from the cities, half-orcs (and
Wood elves
Orcs, for that matter) are unlikely to have a major
Wood elves are likely to have spent most of their time living understanding of technology and will have disadvantage on
outside of the “civilized” world. They have adapted to using checks involving technology unless they have received
electrical lighting with modern technology, but still retain an training.
uncanny familiarity with the “uncivilized” world. Thus, they Half-orcs tend to be particularly adept at “sizing up”
will notice small differences in natural environments and will opponents. They may analyze an opponent by rolling a
have advantage on Wisdom (Perception) checks outside of Wisdom (Perception) check contested by the target's
civilization as long as they can see. Charisma (Deception) to determine its threat level (CR).
As half-breeds, half-orcs are unable to reproduce.
Drow Tieflings
All drow were born in the underdark. They retain their 60
feet of darkvision. In “modern” society, sin and vice run rampant. Tieflings are
The banishment of the drow to the underdark is still in the offspring of demons with humanoid races, and typically
effect, even now. They are a rare sight on the surface world, are treated as such: children of vice.
and are - at the very least - regarded in a suspicious manner. Tieflings have disadvantage on all Charisma checks when
Drow have disadvantage on all Charisma checks if they are dealing with “normal” commoners in “normal” situations, but
recognized as drow. have advantage on all Charisma checks when dealing with
The few drow that have a reason to leave the underdark individuals of a “shady” nature. This extends to individuals
know to hide their true identity. A character who plays a who glorify a life of “sin and vice.”
surface dwelling drow will have proficiency with the disguise Due to their urban upbringing, surrounded by technology,
kit. If a class or background would normally grant proficiency most Tieflings have never spent time in the dark except when
with the disguise kit, they gain proficiency with another taking their rests. Tieflings still retain their darkvision, but
toolkit of their choice instead (at the DM's discretion). only out to 30 feet.

14
Classes

A
dditional classes have been added to the
universe of Dungeons and Dragons made by
content creators and Wizards of the Coast.
These are to give players more options when
selecting a class to play making in game
roleplay and combat a more fun experience.
 

Where's the Artificer?


Yes, a steampunk setting seems remiss without an
artificer class, you are correct. However, many have
tried and succeeded in creating an artificer class,
including Wizards of the Coast themselves, and it
would be a disservice to ignore those efforts.
This document originally came with a reprint of
the Artificer rework performed by reddit user
u/Revlid. His take on an artificer is that of magical
artisan, able to create "temporary" magic items
with his own magical essence. Its subclasses
include the Apothecary, Golemancer, and
Wandslinger. This artificer can be found here:
Artificer [5e class]
Alternatively, Wizards has finally made their
Artificer official, as of the printing of Eberron:
Rising from the Last War. Their artificer relies on
his own tools to create magical effects. They are
capable of using Artificer Infusions to create magic
items, but rather than simply replicating spell
effects, they are capable of other feats. Subclasses
for the Artificer include the Alchemist, the
Artillerist, and the Battle Smith.
Feel free to use one or both, or neither,
depending on the needs of your setting.

15
Card Master, Revised Class Features
by u/resdamalos and u/shadowan A card master gains the following class features:
An elven woman sits opposite a stuffed-shirt noble, waving Hit Points
her hands over a crystal ball as she plucks cards from the Hit Dice: 1d8 per card master level
deck in front of her. She whispers tales of woe and Hit Points at 1st Level: 8 + your Constitution modifier
misfortune, a terrible fate that will surely occur unless the Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
noble pays the penalty. Sobbing, the noble tears off his gold modifier per card master level after 1st
and jewels, casting them to the ground. The elf smiles,
knowing that no matter what cards she had drawn, the result Proficiencies
would be to her benefit. Armor: Light armor
A human, cloaked in brown and black, is cornered in an Weapons: Simple weapons, sidearms and firearms with the
alleyway. He holds out a hand, revealing that he is unarmed, scatter property
save for his trusty deck of cards. There is a flash of light and Tools: Gaming set (playing cards)
an explosion of color, and in the dust left behind, the man
picks up his discarded cards, leaving one behind — the Ace Saving Throws: Intelligence, Charisma
of Spades, his favorite calling card. Skills: Choose two from Acrobatics, Arcana, Deception,
Two men dressed in ornate clothing stand on opposite Insight, Intimidation, Investigation, and Sleight of Hand
sides of an arena, amid the sounds of cheering spectators. Quick Build
They channel their magics into their decks, ready to pit them You can make a card master quickly by following these
against each other in a ritualistic battle for glory, fame... and suggestions. First, Charisma should be your highest ability
perhaps blood. score, followed by Dexterity or Constitution. Second, choose
the Charlatan background. Third, choose card throw, minor
A Different Kind of Magic illusion, and light as your cantrips, and add the following
A card master is a practitioner of a mystical art that relies on spell cards to your collection: burning hands, color spray,
cards as a magical implement. Instead of flimsy wands, disguise self, and shield.
clumsy staves, or messy spell components, card masters
focus their magical power into their collection of arcane Equipment
cards, releasing the stored energy in the form of fiery You start with the following equipment, in addition to the
explosions, flashing illusions, and crackling lightning, among equipment granted by your background:
other spectacles. (a) a light crossbow and 20 bolts or (b) any simple weapon
Their magic is seen as unorthodox and childish by their or (c) a primitive firearm and 20 rounds
peers, who do not understand the intricacies of card magic. (a) a scholar's pack or (b) a dungeoneer's pack
Because of this stigma, or perhaps in spite of it, a card leather armor, a playing card set, and two daggers
master's talents for manipulating magic as well as the people
around them is always in demand. Some card masters use
their gifts in nomadic solitude, stealing from the
unsuspecting or drifting from tavern to tavern to gamble or
offering their services as a mercenary. Others flaunt their
power in public, seeking out others of their ilk to either
collaborate and trade with or to battle for superiority.
In combat, a card master's talents are suited to supporting
their allies and weakening their enemies through strategic
use of their cards. However, in a pinch, a good card master
always has an ace up their sleeve, able to unleash a powerful
spell to keep an enemy at bay, giving their allies time to
regroup... or, perhaps, for the card master themselves to
make a clean getaway.
Creating a Card Master
Every card master begins with a small starter set of cards.
How did your character obtain this set of cards? Did you have
a master you learned from? Did you find them in a ancient
ruin, and then experiment with them until you figured out
how to use them? Did you have natural talent, or did it come
slowly to you after years of practice?
What causes you to start adventuring? Are you on a quest
to add to your collection? Have you taken on an apprentice to
whom you are teaching your art? Or perhaps you simply wish
to put your newfound power to the test.

16
The Card Master
Maximum

Level Proficiency Bonus Features Cantrips Known Deck Points Spell Level
1st +2 Card Magic, Full House 3 4 1st
2nd +2 Following Suit 3 6 1st
3rd +2 Cycling 3 14 2nd
4th +2 Ability Score Improvement 4 17 2nd
5th +3 — 4 27 3rd
6th +3 Suit Feature 4 32 3rd
7th +3 Awe Strike 4 38 4th
8th +3 Ability Score Improvement 4 44 4th
9th +4 — 4 57 5th
10th +4 Suit Feature 5 64 5th
11th +4 Legendary Card (6th level) 5 75 5th
12th +4 Ability Score Improvement 5 75 5th
13th +5 Legendary Card (7th level) 5 85 5th
14th +5 Suit Feature 5 85 5th
15th +5 Legendary Card (8th level) 5 95 5th
16th +5 Ability Score Improvement 5 95 5th
17th +6 Legendary Card (9th level) 5 100 5th
18th +6 — 5 100 5th
19th +6 Ability Score Improvement 5 100 5th
20th +6 Deck of Legends 5 125 5th

Card Magic You may also come across other spell cards over the course
of your travels, either by themselves as one would find a spell
Your magic comes from your cards, specially scribed pieces scroll, or perhaps by finding another card master who is
of stiff wood sheets, vellum, or another laminated material, willing to share their gains with you. It is assumed that card
bearing the arcane glyphs required to focus and unleash masters have multiple copies of their spell cards that they are
magical energy. willing to trade, so no spells are lost as a result of these
trades.
Cantrips Finally, if you find a spell written in a scroll or spell book, if
At 1st level, you know the cantrip card throw as well as two the spell is on the card master spell list, you can create a new
other cantrips from the card master spell list. You learn spell card for that spell and add it to your collection, using the
additional card master cantrips of your choice at higher same rules as that of a wizard's spellbook.
levels, as shown in the Cantrips Known column of the Card
Master table. Your Deck
The card master, unfortunately, does not have his entire
Your Growing Card Collection collection of spell cards available to him at all times. He must
At 1st level, you have a collection of four 1st-level card master instead take cards from his collection and create a deck of
spell cards of your choice. Additionally, each time you gain a cards from which to draw his power from in the heat of
card master level, you can add two additional card master battle.
spell cards of your choice to your collection. Each of these The cards in your deck determine the spells you will be
spell cards must be a spell from the card master spell list able to cast that day; therefore, it must be prepared at the
whose level is no higher than your Maximum Spell Level, as completion of a long rest, in much the same way a cleric,
shown in the column in the Card Master table. druid, or ranger would prepare their daily list of spells.
However, your method of preparation is different.

17
Preparing your Deck Your Discard Pile
To prepare your deck, you choose a number of spell cards Whether as a result of of casting a spell card or discarding it
from your collection to add to your deck. Your deck, once from your hand, expended spell cards are transported to an
complete, will have a total of twenty cards in it. extradimensional space known as the discard pile. Cards in
Each card represents a single casting of a spell at its base this pile are returned to your collection at the end of a long
spell level. If you wish to be able to cast the same spell rest.
multiple times, or increase your likelihood of drawing it, you
will need to add the card to your deck multiple times. A card Spellcasting Ability
master is assumed to have enough copies of the spell cards in Charisma is your spellcasting ability for your card master
their collection to accomodate for this requirement. You may spells, as card magic is fueled by sheer force of will. You use
have up to three copies of a single spell card in your deck. your Charisma whenever a spell refers to your spellcasting
Each spell card you add to your deck has a point value ability. In addition, you use your Charisma modifier when
based on its spell level, as indicated by the Point Cost table: setting the saving throw DC for a card master spell you cast
and when making an attack roll with one.
Point Cost
Spell Level First Copy Each Additional Copy Spell save DC = 8 + your proficiency bonus + your Charisma
modifier
1st 2 points 0 points Spell attack modifier = your proficiency bonus + your
2nd 3 points 1 point Charisma modifier
3rd 5 points 2 points Spellcasting Focus
4th 6 points 3 points
Your cards themselves serve as an arcane focus, replacing
any material components that do not have a gold value. Your
5th 7 points 4 points card magic is intrinsically tied to having these cards in your
possession; a card master's collection must be kept complete
The total point value of the cards in your deck must not and in good condition at all times.
exceed the value stated in the Deck Points column of the  
Card Master table.
There will likely come a point where you cannot create a
complete twenty-card deck using the cards in your collection. A Deck with Dice?
In that case, any remaining spots in the deck are filled with The easiest way to play as a card master is... well...
blank cards worth 0 points. with cards. Using a deck of standard playing cards
as a prop is the simplest way to track what is in
Your Hand your deck, hand, and discard pile. Simply make a
As an action, you may draw a hand of five cards from your note of which card represents which spell.
deck. This is a representation of the powers from your deck If such a prop is unavailable to you, it is possible
brought to the fore, ready to be unleashed. to represent the randomness of a deck of cards
with a single d20. Keep a list of what spells
Cards drawn into your hand are not truly in your actual, correspond to what numbers on the dice, 1-20.
physical hand; instead, they float intangibly about your Whenever you would draw a card, instead roll the
person, circling your body but providing no real cover. d20 once, and mark down which number was
When you have used all the cards in your hand, either by rolled.
casting them or discarding them, you may draw a new hand When you roll the dice again, if you get a result
of five cards as a bonus action. Alternatively, if you do not like that has already been used, simply take the next
the hand dealt to you, you may use your action to "mulligan", highest number.
shuffling your hand into your deck and drawing a new hand
consisting of one fewer card than what was shuffled in.
Casting Spells  
You cast spells from your hand by taking the floating card and
channeling energy into it. The card itself drops to your feet, Full House
its magic spent, before transporting itself into your discard At 1st level, as you practice your card magic, you become
pile. adept at drawing out every bit of magic you can from the
When you use a spell card to cast a spell, it is done at the cards you use. Once per day, when you finish a short rest, you
lowest possible spell level. However, as part of the same can choose five cards in your discard pile and shuffle them
action used to cast the spell, you can discard additional cards back into your deck.
from your hand to increase the effective spell level of that
spell for this casting. Each card discarded increases the spell Following Suit
level by one, up to your Maximum Spell Level.
You may use any card, even a blank card as described When you reach 2nd level, you choose a suit from the list of
above, to cast a card master cantrip you know. When you do known suits: the Duelist, the Fortune Teller, the Gambler, and
so, the card is shuffled into your deck, ready to be drawn the Prestige. Your choice grants you features at 2nd level and
again. again at 6th, 10th, and 14th level.

18
Cycling Following Suit
At 3rd level, you have become more efficient with the way you Not all card masters are created equal. Even the cards that
manipulate your deck to bring forth the cards you wish to they use themselves differ to some degree. But different
use. As a bonus action, you can discard a blank card from specialized groups have emerged, each following a different
your hand and draw a new card to replace it. card-based tradition. These specializations are known (in a
tongue-in-cheek way) as "suits", and a card master who has
Ability Score Improvement chosen their path is known as "following suit" or "suited".
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice The Duelist
by 2, or you can increase two ability scores of your choice by Card masters following this suit show off their magical
1. As normal, you can't increase an ability score above 20 abilities, seeking to become stronger and smarter all for the
using this feature. purpose of taking on other card masters. Duels between
followers of this suit tend to be flashy, dramatic affairs with
Awe Strike chains of reactive plays and sudden turns. A mild cult
When you reach 7th level, your powerful will makes itself following has grown around Duelists, and public duels and
known in the way you cast your spells. Whenever you cast a magical tournaments are not uncommon.
spell of 4th level or higher that targets one or more enemies,
you can force one of them to make a Wisdom saving throw One with the Cards
against your spell save DC. On a failed save, the creature is When you follow this suit at 2nd level, you develop a bond
stunned until the end of its next turn. with your cards that extends beyond mere ownership. As an
Once you use this feature, you can't use it again until you action, you may discard a card to cause it to animate, moving
complete a short or long rest. up to your movement speed, where it hovers in place for 1
minute before returning to your discard pile. As long as it is
Legendary Card in the space, you can choose to perceive through it (no action
At 11th level, your card magic manifests a special, powerful required), seeing and hearing things as if you were in the
spell card known as your Legendary Card. Each Legendary space. Additionally, as a bonus action, you may choose to
Card is reminiscent of its owner to some degree, and depicts teleport to the card's location, ending the effect immediately.
how its master's magic has been influenced and shaped by Trump Card
their travels. This card distinguishes itself from the cards in At 6th level, your intuition for dueling helps you sense
your collection, and is not considered a part of it. Your weakness in your opponent. As a reaction when you see an
Legendary Card vanishes from existence if you die, though it opponent make an attack or cast a spell within 20 feet of you,
returns if you are brought back to life. you may cast a spell from your hand that takes 1 action or
The magic held within your Legendary Card is incredibly less to cast. Once you use this feature, you can't use it again
potent. Adding it to your deck requires 25 points. However, until you complete a short or long rest.
when you draw it, its benefits are immense. As long as it is in
your hand, your spell attack bonus and spell save DC get a +1 Spell Resonance
bonus, and if you attempt to discard it for any reason, it is When you reach 10th level, your spells can be made more
instead shuffled into your deck. powerful with the right cards in hand. Whenever you cast a
Finally, when you first acquire your Legendary Card, spell, if you have another copy of that spell card in your hand,
choose a 6th-level spell from the card master spell list. The you may increase the spell level for this casting by one, up to
spell is added to your Legendary Card. Additionally, at higher your Maximum Spell Level.
levels, your Legendary Card gains more spells: one 7th-level
spell at 13th level, one 8th-level spell at 15th level and one Duelist's Heart
9th-level spell at 17th level. Each of these spells may be cast At 14th level, your connection to your cards and your deck
from your Legendary Card once. borders on complete union as you defy chance to draw
When you cast a spell from your Legendary Card, it returns exactly the card you need at the exact moment you need it. If
to your deck. If you have already cast all the spells stored on your hand is empty, instead of drawing a new hand, you can
your Legendary Card, it becomes the equivalent of a blank use your bonus action to take a card of your choice from your
card until its magic returns at the end of your next long rest. deck and put it into your hand. Once you use this feature, you
can't use it again until you complete a short or long rest.
Deck of Legends
Starting at 20th level, when preparing your deck, you can
choose to have two copies of your Legendary Card in your
deck, allowing you to cast each of your 6th, 7th, 8th, and 9th-
level spells twice — once from each copy. Adding the second
copy of your Legendary Card to your deck costs an additional
25 points.

19
The Fortune Teller The Gambler
A far cry from the duelist or gambler, this type of card master Followers of this suit are charismatic daredevils that revel in
prefers to keep their magic shrouded an air of mysticism. chaos and risk, pushing the limits of their magic and
With the power of their cards, they claim to see visions of the themselves, calculating chance and making large sacrifices to
future and influence fate. Often times, they find employ as reap large rewards. These are the card masters likely to take
oracles or soothsayers, operating out of tents filled with their places in casinos and gambling dens, either gainfully
incense and smoke, waving their hands over crystal balls. employed as entertainers, or scamming people of their hard-
Nevertheless, their powerful divination magic is not to be earned coin.
underestimated.
Up the Sleeve
Scrying Sense When you follow this suit at 2nd level, after drawing a hand,
When you follow this suit at 2nd level, your powers of you may choose one of the cards in it and make a Sleight of
divination allow you to influence your deck. Whenever you Hand check. The DC of this check is equal to 12 + the point
draw your hand, you may instead draw six cards, returning value of the card you choose. If you succeed, the card
one of your choice to your deck. disappears, and you draw a new one to replace it. At any time
before you draw a new hand, you may cast this spell card. If
Portentous Reading you do, you may ignore its verbal and somatic components
At 6th level, you may attempt to peer through the veil, for this casting only.
catching glimpses of the future. You can take 10 minutes to Once you use this feature, you can't use it again until you
perform a ritual, targeting a single willing creature, to attempt complete a short or long rest.
to influence fate in their favor by reading their fortune in your
cards. Roll a d4. Based on the result, the DM alters fate for Know When to Fold
the targeted creature, typically by applying a bonus or penalty At 6th level, when you are the target of an attack that you can
to random attack rolls or ability checks the target makes see, or if you are subjected to an effect that allows you to
within the next 24 hours, using the table below: make a Dexterity saving throw to take only half damage, you
may discard a card from your hand as a reaction to try to
Portent escape.
Maximum
If you use this feature against an attack, you only take half
d4 Result Reading Bonus/Penalty damage from the triggering attack. If you use it against a
1 Catastrophe -5 damaging effect, you instead take no damage if you succeed
2 Misfortune -2
on the saving throw, and only half damage if you fail.
3 Small Blessing +2 Tip the Scales
4 Triumph +5 Starting at 10th level, you have a knack for introducing
additional risk to a tense situation. Whenever you make an
Other possible results of this reading include finding gold, attack roll, ability check, or saving throw, you can choose to
stumbling into a trap, or getting a lucky bounce from a roll an additional 1d10 any time after making the roll but
missed spell. Ultimately the effect is at the DM's discretion. before the DM says whether the roll succeeds or fails. If the
Once you use this feature, you can't use it again until the number rolled on the d10 is even, then you add the value to
next dawn. your result. If the number if odd, you instead subtract the
value from your result.
Forging Fate
At 10th level, your deck's magic shifts in focus, granting you All In
power when you guide fate along. Whenever you cast a spell When you reach 14th level, you gain the ability to manipulate
that targets one or more allies, both you and each of those your own luck at the cost of your own life. You may use this
allies gain temporary hit points equal to the point value of the feature when you make an attack roll, ability check, or saving
spell card used. throw. When you do, choose any number between 1 and 20
and use that number in place of the die roll. After the result of
Whispers from Beyond the roll is resolved, you then take psychic damage equal to the
At 14th level, your connection to your deck reaches outside of result (including any modifiers). This psychic damage cannot
space and time. As long as you have more than ten cards in be reduced.
your discard pile, your ability checks are made at advantage. If you choose to roll a 20 using this feature, it does not
count as a critical success.
Once you use this feature, you can't use it again until you
complete a short or long rest.

20
The Prestige Trick Card Effects
Effect Save Result
Following this suit means adopting a different sort of
mentality with your card magic. Rather than leading the high Crack Constitution Deafened
life, your stick to the shadows and back alleys, using your Flash Dexterity Blinded
card magic to give you an edge over others. Through illusion Shock Wisdom Stunned
and misdirection, you present yourself as a run of the mill
rogue, only tipping your hand when absolutely necessary.
...All Substance
Hidden Hand When you reach 14th level, your control over your own power
When you follow this suit at 2nd level, you can suppress the defies what is physically possible. On your turn, when
most ostentatious part of your ability - the floating, spectral discarding spell cards as part of your No Flash... feature, you
cards that make up your hand. When you draw your hand, or may discard up to four cards from your hand, and you have
as a bonus action on your turn when your hand is already two more options to choose from:
drawn, you can make your cards visible to the naked eye or The spell effect makes no noise.
invisible. The spell effect is invisible.
Boomerang Card Additionally, the damage dealt by discarding additional
Additionally at 2nd level when you follow this suit, you have cards as part of the No Flash... feature improves to 1d8 per
improved your finesse when handling your cards. When you card discarded.
cast the card throw cantrip, if you miss a creature with one of  
your cards, you can cause it to curve, targeting a different
creature within 10 feet of the original target. Make an
additional attack roll for the new target. The Card Master's Conundrum
You can use this ability once each time you cast card throw. It may be overwhelming for a card master to have
to build their deck after each long rest. Selecting
No Flash... the exact number of each spell you want to have
When you reach 6th level, you are able to subtly cast your ready for the day is not a simple task, especially
with others at the table waiting.
spells, allowing you to go even further undetected. On your With this in mind, it would be a good idea to
turn, when you cast a spell card, you may discard one or two have one or more deck lists prepared beforehand,
cards from your hand. For each card discarded, choose one of adjusting them as your collection of spell cards
the following options: grows larger. Making adjustments to a deck list as
You may ignore somatic components of the spell. needed is far simpler than constructing one from
whole cloth.
You may ignore verbal components of the spell.
Additionally, when a card master spell you cast would deal
damage to a target, you can use your reaction to discard spell  
cards from your hand. If you do, the spell deals an additional
1d6 force damage for each card discarded this way.
Trick Card
At 10th level, your knack for subterfuge improves, giving you
new ways to cast your spells. As an action, you can cause one
of the cards in your hand to lay flat against the floor or a solid
surface. When placed this way, the card is slightly obscured,
requiring an Investigation check against your spell save DC to
see.
When a creature other than you moves within 5 feet of the
space the card was placed in, the spell card releases a burst
of magic. If the spell card you placed was an Illusion spell, it
triggers the spell as if you cast it centered on that point
before returning to your hand, ready to be cast again.
If the spell card you placed is not an Illusion spell, it
detonates with a burst of light and sound before being
discarded from your hand. Choose an effect below; the
triggering creature must make a saving throw against your
spell save DC based on the choice made. On a failed save, the
creature suffers the resulting condition until the end of its
next turn.

21
Gunslinger, Revised
by u/resdamalos
A human checks the weaponry in her hands and strapped to
her back, her mind focused. The myriad guards standing in
her way are insignificant compared to the revenge she seeks.
She strides forward purposefully, taking shot after shot as
she easily dispatches her enemies in a graceful display of
bullets and bloodshed.
Atop a nearby tree, a half-elf sits quietly, eyes trained
through a high-powered scope. His target has made no effort
to conceal themselves - a fire giant, roaring and shouting
commands to his incoming army. He steadies his aim, takes a
quiet breath in... and pulls the trigger.
A band of orcs surround a tiefling and her friends, their
weapons drawn. They jeer at the group, claiming their
superiority in numbers and in firepower. Undeterred, the
tiefling unholsters her weapons, imbuing them with crackling
arcane energy, as the orc horde around them gives pause.
Anyone with some basic training and the right aptitude can
wield a gun. Some of them can even do so effectively. A 'There are many like it, but this one
gunslinger, on the other hand, takes it to another level. Their is Mine."
understanding of their weapon borders on the preternatural,
and their skill and precision when using it is the hallmark of The gunslinger lives and dies on the presence of firearms in
their combat style. your world's setting. In a world where primitive firearms are
  rare, the gunslinger is equally so. However, in a world where
guns are more mainstream, where advanced firearms are
available, the gunslinger is a specialist, focusing on a specific
Is This Right for My Setting? type of firearm, though demonstrating proficiency with all
The gunslinger makes the most sense in a world types to some degree.
where firearms are prominent, and a variety of The gunslinger is an innovator, a soldier, and a showman
them are readily available. It's difficult to be a all at once, wielding their favored weaponry as if it were a
distributor of supersonic lead death when you have part of them, capable of feats that defy expectation even in a
to constantly reload your flintlock. world full of fantasy and magic.
With that in mind, other options exist for those
who wish to utilize firearms. The Gunslinger Martial
Archetype, to name just one, is a good way to Creating a Gunslinger
introduce such powerful weaponry into a world When creating a gunslinger, consider the following: Did your
that has not experienced it yet. Alternatively, a character stumble across their weapon and train with it on
Fighter or Ranger or other PHB class could easily their own, or did they have a mentor who showed them the
be adapted to make use of firearms, as listed in the nuances of their weapon? Alternatively, did they develop the
Existing Class Adjustments section on page XXX. firearm themselves, and adventure in the hopes of showing
what it can do?

22
Proficiencies
The Gunslinger Armor: Light armor and medium armor or shields
Weapons: Longarms, sidearms, clubs, crossbows, daggers,
Proficiency scimitars, shortswords, rapiers, and whips
Level Bonus Features Tools: Tinker’s tools or smith's tools
1st +2 Gunman's Creed, Talking Shop Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, Acrobatics, Animal
2nd +2 Firearm Maintenance, Gun
Tactics
Handling, History, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of Hand, or
3rd +2 Loadout Survival.
4th +2 Ability Score Improvement Equipment
5th +3 Loadout Feature You start with the following equipment, in addition to the
6th +3 Ability Score Improvement
equipment granted by your background:
7th +3 Slinger's Sense (a) Leather armor, or (b) scale mail (if proficient).
(a) A primitive or advanced sidearm (depending on
8th +3 Ability Score Improvement availability) and 20 rounds, or (b) a primitive or advanced
9th +4 Clean and Ready longarm and 20 rounds.
10th +4 Loadout Feature
(a) A shortsword, dagger, rapier, whip, or scimitar, or (b) a
shield (if proficient), or (c) a primitive or advanced sidearm
11th +4 Feeling Lucky, Punk? and 10 rounds.
12th +4 Ability Score Improvement (a) A dungeoneer’s pack or (b) a scholar’s pack.
13th +5 Loadout Feature Alternatively, you may start with 5d4 × 10 gp to buy your
14th +5 Ability Score Improvement
own equipment. If you do, you may also start with one
primitive firearm, which does not count against your starting
15th +5 Weakness Sense gold.
16th +5 Ability Score Improvement
17th +6 Loadout Feature
Gunman's Creed
18th +6 Nowhere to Run
Some people, foolish people, do not understand you or your
choice of weapon, seeing it as cowardly or unrefined.
19th +6 Ability Score Improvement However, to you, your gun is more than a weapon. It
20th +6 Over My Dead Body represents years of rigorous training and dedication. It
represents a bond. Your gun is a part of you, and to insult and
denigrate your weapon would be to insult and disparage you.
At 1st level when you choose this class, decide on a creed, a
phrase a few words long that represents this connection, and
Quick Build add it to the Bonds section of your character sheet.
If you are ever subjected to the frightened condition while
To quickly build a gunslinger, make Dexterity your highest your firearm is drawn, you can spend your action to brandish
ability score, followed by Wisdom. Second, choose the it with a flourish and speak your creed. If you do, you become
Perception and Acrobatics skills. Lastly, choose the Folk filled with supernatural courage, immediately ending the
Hero, Guild Artisan, or Soldier background. frightened condition on yourself and gaining temporary hit
points equal to 1d10 + your gunslinger level.
Class Features Talking Shop
As a Gunslinger, you get the following class features. Gunslingers have an odd tendency to be able to find each
Hit Points other, bonding over their weapons of choice and discussing
Hit Dice: 1d8 per Gunslinger level technical terms that go over everyone else's head. Beginning
Hit Points at 1st level: 8 + your Constitution modifier at 1st level, you may add your proficiency bonus to any
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Wisdom (Insight), Charisma (Deception), and Charisma
modifier per Gunslinger level after 1st (Persuasion) checks made against a creature who has
proficiency with firearms.

23
Firearm Maintenance Slinger's Sense
A gunslinger's firearm is as much a part of them as their own Beginning at 7th level, your senses and reflexes have become
arms and legs. Failure to clean and maintain your weapon is more acute. You can take a bonus action on each of your
tactically disadvantageous - akin to being caught unwashed or turns in combat. This action can be used only to take the
unclothed. Dodge, Hide, or Search action.
At 2nd level, you gain proficiency with tinker's tools. You
may use them during a long rest to perform routine Clean and Ready
maintenance on a single firearm you possess. If you do so, At 9th level, you have become so intimately familiar with your
you may apply a +1 bonus to each attack roll you make with weapon that taking it apart and putting it back together is
that weapon, until it needs to be reloaded. If you do not use second nature. You can perform maintenance on a single
that firearm before your next short or long rest, the benefit is firearm as described in the Firearm Maintenance feature
wasted. over the course of a short rest, or perform the maintenance
Gun Tactics on multiple firearms you own over the course of a long rest.
You can work on a number of firearms equal to your
At 2nd level, choose a gun tactic as detailed below. You can’t Dexterity or Wisdom modifier (minimum 2).
take a gun tactic more than once, even if you get the option to
choose again. Feeling Lucky, Punk?
Akimbo Shooting At 11th level, your attachment to your weapons of choice
When wielding two light firearms, you can add your ability borders on unsettling. When you gain this feature, choose
score modifier to the damage of the second attack. You can either Insight, Intimidation, or Persuasion. Whenever you
reload both light firearms at once using a bonus action. make a check with the chosen skill, you may add your
proficiency bonus to the check if you are not doing so already,
Breacher provided you are holding your firearm at the time you make
When you make an attack with a firearm at a creature within the check.
15 feet of you and you roll a 1 or 2 on the damage die, you
can reroll the damage die and must take the new roll, even if Weakness Sense
the number is a 1 or a 2. The firearm must have the scatter At 15th level, you can use your bonus action to make a
property for you to gain this benefit. Wisdom (Perception) check against a creature you can see
Gun Duelist within the normal range of your firearm. This check is
When wielding a sidearm in one hand and no other weapons, contested by the target's Armor Class.
you get a +2 bonus to your damage rolls with these weapons. On a successful check, you discover a flaw in the target's
defenses, small enough to go unnoticed to all but your sharp
Longshot senses. Until the end of your turn, attacks you make against
If you make an attack with a two-handed firearm beyond 30 that target ignore resistance to bludgeoning and piercing
feet, you get a +2 bonus to damage rolls. The firearm cannot damage.
have the scatter property in order to gain this benefit.
Nowhere to Run
Riflery
When wielding a two-handed firearm without the bulky or When you reach 18th level, hitting stationary targets is as
scatter property, you get a +2 to attack rolls. easy as breathing. When you target a creature with a ranged
weapon attack, if that creature did not move more than 5 feet
Shield Shooting during its previous turn, you have advantage on the attack
You can now wield a two-handed firearm with a shield, but roll.
must brace it against the shield as a bonus action to fire it.
Over My Dead Body
Loadout At 20th level, you are so blindingly fast that no one can
At 3rd level, you choose a loadout - a name representing the outdraw or outshoot you. When combat starts, as long as you
firearms and techniques you are the most proficient with. You are not surprised, you can draw a firearm and make a single
can choose from the Enforcer, Marksman, and Spellshot weapon attack with it before anyone else even rolls initiative.
loadouts. Your choice grants you features at 3rd level and If you are a marksman, you can instead use this action to
again at 5th, 10th, 13th, and 17th level. enter overwatch; if you are a spellshot, you may make a spell
bullet attack with a cantrip you know instead. After this action
Ability Score Improvement has been taken, initiative is rolled and combat continues.
When you reach 4th level, and again at 6th, 8th, 12th, 14th,
16th, and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can't increase an ability
score above 20 using this feature.

24
Decisive Strike
Loadout At 17th level, you have mastered the art of subduing your
A gunslinger is typically a good shot with just about any opponents with your overwhelming speed and precise shots
firearm. However, every gunslinger has their own preferred to vital areas. After making three attacks with the Attack
specialization that lends itself to what they are best at. Some action, you may use your bonus action to make a fourth
gunslingers are best in the middle of the fray, applying their attack, as long as the following criteria are met:
combat expertise with their weapons to neutralize a group of All three of the attacks you made with the Attack action
defenders. Others prefer to stay out of the action - far, far were against the same target.
away, where they can calmly calculate their shot before The target is within 10 feet of you.
taking it. Still others combine their gunslinging with specially All three of the attacks hit their target, or at least one of
crafted firearms and rounds, dramatically boosting their own them was a critical hit.
potency. At least one of the attacks you made with the Attack action
Each "loadout" represents one of these specializations, was made with a firearm.
from their preferred type of firearm, to the skills and abilities
that set them apart from other gunslingers. This fourth attack must be made against the same target,
using a firearm you wield. It is made with advantage.
Enforcer
This particular specialization is the type to face down a cadre Marksman
of incoming attackers and come out on top, specializing in This loadout represents a gunslinger who excels with high-
the use of pistols, shotguns, and other weapons that work powered rifles at long distances, striking their target
best at short-to-medium range. Despite its moniker, the undetected. The marksman is patient and careful, lying in
enforcer does not utilize excessive force, instead relying on wait for the perfect moment to take the shot. From a support
precise positioning and tactical takedowns to defeat foes as standpoint, they can provide covering fire, holding enemies at
they come. Watching an enforcer do his work is like watching bay for enforcers or other combatants to take care of the dirty
an elegant dance of death, and some of the best have elevated work.
themselves to legend on their skill alone. The marksman's patient philosophy also shows itself in
their equipment. Given time, they are able to create devices
Keep Your Enemies Close to improve their effectiveness, often times completely from
At 3rd level when you choose this loadout, you are just as scratch.
potent with your firearms at close range as you are at a
distance. You no longer have disadvantage when making an I Can See You
attack with a firearm against a hostile creature within 5 feet At 3rd level, your have honed the technique required to
of you. improve your efficacy when operating firearms at long
distances. Whenever you wield a longarm, you may add 50
Extra Attack feet to its normal and maximum range.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Lesser Overwatch
If before making the second attack you need to reload your At 5th level, your reflexes have improved significantly. You
weapon, you may reload your weapon as part of that second may make an opportunity attack against a creature that you
attack. can see within your firearm's normal range, using your
reaction as normal. This attack may be made against any
Gun Fu creature that moves into or out of your firearm's range, or
At 10th level, your movements are direct and precise, letting makes an attack while within that range.
you easily adapt to the flow of battle. Whenever you make a
successful ranged attack with a firearm, choose one of the Tools of the Trade
following: When you reach 10th level, at the end of any short or long
You may move up to 10 feet without provoking attacks of rest, you can create one of these three temporary items to
opportunity, as long as you start and end the movement in assist you. The item breaks down at the end of your next
a space where there are still enemies within the normal short or long rest.
range of the firearm you are using, or if you end the Ghillie Suit. You create a suit, made up of materials from
movement in a space where you have at least half cover. the surrounding environment, that obscures your
You get a +1 bonus to AC until the start of your next turn. presence. While wearing the suit and moving no more
The next attack you make this turn is made with than half your speed, creatures have disadvantage on their
advantage, as long as the target of your attack is a Wisdom (Perception) checks to see you, and you have
different hostile creature within 5 feet of you. advantage on your Dexterity (Stealth) checks to remain
Extra Attack (2)
hidden.
Beginning at 13th level, you can attack three times when you Advanced Silencer. The device you create magically
take the Attack action on your turn. You may reload your muffles the next three shots you take with your firearm.
weapon as part of the second attack or the third attack if you When an enemy is hit by a bullet fired while the silencer is
need to do so. active, it can use its reaction to make a Wisdom
(Perception) check, contested by your Dexterity (Stealth)
to try to see you; otherwise, you remain hidden.

25
Bullet With Your Name. You can prepare a number of Spellshot
rounds equal to your Wisdom modifier, imbuing them
with the power required to dispatch a specific target. This specialization represents the gunslinger who does not
Choose a specific creature or group of creatures — i.e. wish to stick to lead and steel. This is a magical world, right?
"Thomas Greensleeves", "the bulette that we are hunting", Why not make use of it?
"the ghouls in the graveyard". If one of these special The spellshot reinforces her weapon or weapons of choice
bullets is used in a successful attack against the named with magic, allowing her to utilize specially crafted rounds
target, the damage is considered magical for the purpose known as spell bullets. Created as a result of a special
of overcoming resistance and immunity to nonmagical magical ritual, these bullets concentrate arcane energy that is
attacks and damage. Additionally, on a successful hit, you released on impact.
may roll the damage for the attack twice, taking either Usually, spell bullets are fired from revolvers or other
result. smaller, handheld firearms; however, a spellshot who fires
rounds from a distance with a rifle can be just as effective, if
Eagle Eyes not more so. Spellshots can take on a support role in a party,
By the time you reach 13th level, your skills at picking off especially as the number of spells they can forge into bullets
targets at long range have improved to a supernatural level. increases, but most find themselves blasting away enemies
Whenever you wield a longarm, you may add 50 feet to its with powerful evocation magic.
normal and maximum range. This is in addition to the 50 feet
of range granted by the I Can See You class feature. Spellcasting
When you reach 3rd level and choose this loadout, you learn
Greater Overwatch how to augment your gunslinging with magical bullets. In
At 17th level, you showcase your abilities best when picking doing so, you learn spells from the wizard spell list. However,
off targets at long range. You may use your action to lie in your method of casting these spells is far from conventional,
wait, entering the Overwatch state. While in this state, you requiring special materials and a ritual.
have a number of reactions equal to your Wisdom modifier Cantrips. You learn two cantrips from the wizard spell list.
(minimum 1), instead of the usual one. While in Overwatch, You learn an additional wizard cantrip of your choice at 9th
you can use a reaction to make an opportunity attack against level, and another at 17th level. When casting a wizard
a creature who moves more than 10 feet, makes an attack cantrip you know, you can either cast it normally or utilize
roll, or casts a spell within your firearm's maximum range. your gun, as explained in the Arcane Armament feature.
While in Overwatch, your reactions cannot be used for Preparing Spell Bullets. Instead of casting spells
anything except making one of these special opportunity normally, you instead know a ritual that takes spells you
attacks. know and infuses them into special metal casings known as
Additionally, if an enemy is hit by an overwatch attack, it spell bullets. This ritual requires two hours out of a long rest.
suffers the following penalties in addition to the ones If you have any expended spell slots or unused spell bullets
normally suffered: before you begin the ritual, you regain those spell slots, and
If a creature is moving, its speed drops to 0 and it can't your unused spell bullets lose their magic and become
take reactions until the end of your next turn. mundane rounds.
If a creature is making an attack roll as a result of a The Spellshot Spellcasting table shows how many spell
weapon attack, the attack is made at disadvantage. slots you can expend during the ritual to infuse spells into
If a creature is casting a spell, it must make a DC 10 spell bullets.
Constitution saving throw, as if concentrating on a spell. If
it fails the save, the spell fails and has no effect.

26
Spellcasting Ability. Intelligence is your spellcasting
ability for spells, since they come from a place of scientific
Spellshot Spellcasting experimenation and arcane theory. You use your Intelligence
Gunslinger Cantrips Spells
whenever a spell refers to your spellcasting ability. In
Level Known Known 1st 2nd 3rd 4th addition, you use your Intelligence modifier when setting the
saving throw DC for a wizard spell you cast and when making
3rd 2 3 2 — — — an attack roll with one.
4th 2 4 3 — — —
Spell save DC = 8 + your proficiency bonus + your
5th 2 4 3 — — — Intelligence modifier
6th 2 4 3 — — — Spell attack modifier = your proficiency bonus + your
7th 2 5 4 2 — —
Intelligence modifier
8th 2 6 4 2 — — Arcane Armament
At 3rd level when you choose this loadout, you also select a
9th 3 6 4 2 — — nonmagical firearm that requires manual reloading of its
10th 3 7 4 3 — — ammunition, such as a revolver, rifle, or any firearm with the
loading, long load, or shell loading property. This firearm
11th 3 8 4 3 — — becomes your arcane armament, and the spell bullets you
12th 3 8 4 3 2 — prepare must be used in that weapon alone. You can select
13th 3 9 4 3 2 —
another nonmagical firearm to become your arcane
armament at the end of any long rest, during the same ritual
14th 3 10 4 3 2 — in which you prepare your spell bullets.
15th 3 10 4 3 2 — Spell bullets must be loaded into your arcane armament,
requiring you to choose one or more of them when you reload
16th 3 11 4 3 3 — the weapon.
17th 4 11 4 3 3 — When you take the Attack action with your arcane
18th 4 11 4 3 3 —
armament, you can replace one of your attacks with a spell
bullet attack, a special ranged spell attack using one of your
19th 4 12 4 3 3 1 loaded spell bullets, releasing the spell effect on impact with
20th 4 13 4 3 3 1 a creature or hard surface.
A spell bullet attack has the following properties:
The effect of the spell in the spell bullet is based on the
level at which it was initially cast.
While undergoing this ritual, you can cast a wizard spell you The verbal, somatic, and material components for the
know of 1st level or higher into a spell bullet by expending a spell were already fulfilled when casting the spell into the
spell slot of the spell's level or higher and providing the bullet, thus you do not need to provide them again when
verbal, somatic, and material components of the spell. When the spell is released.
cast this way, the spell has no effect except to be stored in the A spell that requires concentration needs only be
spell bullet. Later, you can fire these bullets out of your concentrated on once it is released from the spell bullet.
firearm, releasing the stored spell on impact, as explained in If the spell has a range of self, the bullet releases its magic
the Arcane Armament feature. as soon as it is fired, allowing the spell's effect to affect you
Spells Known of 1st-Level and Higher. You know three normally.
1st-level wizard spells of your choice, two of which you must If the spell has a range of touch or greater, the range of the
choose from the evocation or transmutation spells on the spell becomes equal to the maximum range of your arcane
wizard spell list. armament.
The Spells Known column of the Spellshot Spellcasting If the spell requires one or more melee or ranged spell
table shows when you learn more wizard spells of 1st level or attack rolls, you determine if the first attack roll is a
higher. Each of these spells must be a transmutation or success based on whether or not your spell bullet attack
evocation spell of your choice, and must be of a level for hits. On a hit, the first of the spell's attack rolls is an
which you have spell slots. For instance, when you reach 10th automatic success. Any subsequent attack rolls, be they
level in this class, you can learn one new spell of 1st or 2nd against other targets or the same target, must be rolled
level. normally. On a miss, the spell fails and has no effect.
The spells you learn at 8th, 14th, and 20th level can come If the spell targets one or more creatures without
from any school of magic. requiring an attack roll, you must still successfully make a
Whenever you gain a level in this class, you can replace one spell bullet attack against one of the creatures you choose.
of the wizard spells you know with another spell of your On a hit, your spell affects that creature, and additional
choice from the wizard spell list. The new spell must be of a targets can be chosen normally, starting from that
level for which you have spell slots, and it must be an creature. On a miss, the spell fails and has no effect.
evocation or transmutation spell, unless you're replacing the
spell you gained at 3rd, 8th, 14th, or 20th level from any
school of magic.

27
If the spell creates an area of effect, you can choose a The Big Kaboom
point on the ground, wall, or other solid surface within the At 17th level, you can use your action to overload your arcane
range of your arcane armament to make the spell bullet armament, preparing to unleash a powerful blast of force.
attack against. In this case, the spell bullet attack When you do this, your action on your next turn must be used
automatically succeeds, and the spell effect originates to fire the charged energy, making a spell bullet attack
from that point. against against a point on a solid surface within your arcane
As an alternative to casting a wizard cantrip you know armament's maximum range. This special attack expends a
normally, you may cast it as if it were a spell bullet attack, spell bullet as normal.
without expending any ammunition. If you choose to do so, it At the chosen point, a gigantic burst of energy surges forth,
follows the same rules as detailed above. filling a 20-foot radius sphere. Simultaneously, a shockwave
of thundrous power erupts from the same point, out to 40
Explosive Transmutations feet.
At 5th level, you can alter the properties of normally harmless The energy blast spreads around corners to fill the area, as
spells cast into your spell bullets. If you create a spell bullet with the fireball spell. Each creature and object caught in the
for a transmutation spell that subjects one or more creatures 20-foot radius of the energy blast must make a Dexterity
to an effect that does not deal damage (such as the flash of a saving throw against your spell save DC, taking 8d6 fire and
pyrotechnics spell, the reduction effect of enlarge/reduce, or 6d6 force damage on a failed save, or half as much on a
the binding energy of earthbind), you can choose to have that success.
spell bullet deal damage to one of those creatures. Each creature in the 40-foot radius of the shockwave is
In addition to its normal effects, the spell now deals 2d6 rocked by the powerful force, requiring them to make a
force damage, plus an additional 1d6 damage for each level Constitution saving throw against your spell save DC. On a
of the spell beyond 1st level. If the spell already requires a failed save, a creature takes 4d6 thunder and 2d6 force
saving throw, this damage is halved on a successful save. damage; on a success, it takes half as much damage.
Otherwise, the creature can make a Constitution saving The surface struck also is affected by the cataclysmic force
throw to attempt to reduce this damage, taking half damage of the attack, instantly vaporizing the material and leaving
on a success. behind a spherical crater or hole up to 20 feet deep and 20
feet wide.
Flexible Preparation If you start to use this feature and overload your arcane
By the time you reach 10th level, your familiarity with the armament, but then fail to use your next action to fire the
ritual used to create your arcane ammunition has given you charged energy, your arcane armament explodes at the end of
the confidence to experiment with it. When you prepare a your turn, destroying it utterly. This causes the energy burst
spell bullet with a spell that deals acid, cold, fire, lightning, effect described above to occur, but with you as its center.
necrotic, radiant, or thunder damage, you can substitute that If you use this feature more than once before the next time
damage with another damage type from this list, altering the you take a long rest, you must spend at least four hours of
spell's properties before you infuse it into the bullet. that rest to repair your arcane armament or apply
Additionally, when you prepare a spell bullet with a spell modifications to a new firearm. This forces you to forego the
that would require a Dexterity, Constitution, or Wisdom benefits of a long rest, gaining the benefits of a short rest
saving throw, you may choose to change that saving throw to instead.
another one from this list, altering the spell before infusing it  
into the bullet. This change requires expending a spell slot
one level higher than usual, but does not increase the spell Altering Spell Examples
level of the infused spell.
While the Flexible Preparation feature offers
increased versatility, at the table its effects can be
Broadened Horizons difficult to spot by the other players. If you're
At 13th level, you begin to see how you can adapt the playing a spellshooter, take a moment to describe
spellwork of other classes to infuse them into your spell how you alter your spells. For example, if you
bullets. When you learn new spells as a spellshot, you may altered the burning hands spell to deal thunder
now choose the spell from the cleric, paladin, ranger, or damage instead of fire, perhaps it creates a wide,
wizard spell list. The spell must still be an evocation or pulsating shockwave. As another example, a blight
transmutation spell. Once learned, it counts as a wizard spell spell set for cold damage may cause sharp shards
for you, even if it is not on the wizard spell list. of ice to crystallize in the target.
You also have a new option for using your spell bullets. If a By that same token, feel free to explain why your
spell infused in a spell bullet would create a persistent effect, modified spells require a different save than usual.
such as that of spiritual weapon or continual flame, you may Perhaps a fireball that requires a Wisdom save is all
activate the spell within it either by loading and firing it or by in the mind, affecting the creatures without truly
pressing it against the ground or an appropriate object. In existing.
either case, the spell bullet is expended like a regular round.
 

28
Additionally, fighters can choose from any Gun Tactic in
Existing Class Adjustments place of a Fighting Style when choosing Fighting Styles.
Unearthed Arcana’s “Modern Magic” subclasses and the Finally, the Archery Fighting Style applies to sidearms and
Mystic character class are compatible with this compendium, long arms.
with some exceptions. The articles can be found here: UA
Modern Magic; UA The Mystic Class Monk
GM Note: As the game progresses, higher caliber firearms Monks may take proficiency with primitive firearms, but they
may have a strength requirement to be able to attack using do not count as monk weapons, and their starting items do
your proficiency bonus. not change accordingly.
The Deflect Missiles feature gained at 3rd level cannot be
Barbarian used against ranged attacks from firearms, unless the monk
Barbarians, due to their primal nature and general lack of is wielding a simple melee weapon with which to deflect the
formal weapons training, do not start with proficiency in attack. Additionally, or as an alternative to the Deflect
firearms unless already given from another class, feat or Missiles feature entirely, a monk can gain this feature:
special training. Bullet Time. Starting at 3rd level, when you are hit with a
ranged weapon attack from a firearm, you can use your
reaction to expertly weave out of the bullet's path. When you
Bard do so, the damage you take from the attack is reduced by
Bards add sidearms, muskets, rifles, carbines, estoc, and 1d10 + your Dexterity modifier + your monk level. If you
boot knife to their weapons proficiencies. A bard may start reduce the damage to 0, you can spend 1 ki point to move up
with the following items, plus anything provided by your to 10 feet without provoking attacks of opportunity.
background.
(a) a rapier, (b) a longsword, (c) any simple weapon, or (d) Mystic
any primitive sidearm and 20 rounds Mystics add primitive firearms and pistols to their weapons
(a) a diplomat's pack or (b) an entertainer's pack proficiencies, and may select from the following starting
(a) a lute or (b) any other musical instrument items:
A dagger, and (a) leather armor or (b) light undercover (a) a spear or (b) a mace
shirt (a) leather armor, (b) studded leather armor, or (c) light
Cleric undercover shirt
(a) a light crossbow and 20 bolts, (b) a primitive firearm
Clerics start with proficiency in all sidearms and with and 20 rounds, or (c) any simple weapon
longarms that have the scatter property. A cleric may start (a) a scholar's pack or (b) an explorer's pack
with the following items, plus anything provided by your
background. Paladin
(a) a mace or (b) a warhammer (if proficient) Paladins have used their training in battle to gain additional
(a) scale mail, (b) leather armor, (c) heavy coat, or (d) chain proficiencies beyond simple and martial weapons and now
mail (if proficient) have proficiency with sidearms and long arms, and may
(a) a light crossbow and 20 bolts, (b) any simple weapon, select from the following starting items (if proficient):
or (c) any primitive sidearm and 20 rounds (a) a martial weapon and a shield, (b) two martial
(a) a priest's pack or (b) an explorer's pack weapons, or (c) a primitive long arm and 20 rounds
a shield and a holy symbol (a) five javelins, (b) any simple melee weapon, or (c) a
A cleric may take the City Domain if it is appropriate for primitive sidearm and 20 rounds
the campaign setting but may not prepare any technomagic (a) a priest's pack or (b) an explorer's pack
spells except at the DM's discretion. A holy symbol and (a) chain mail, (b) sheet metal vest, or
(c) multi-layer vest
Fighter Paladins can use firearms for Divine Smite, Improved
Fighters have grown their battle prowess with the changing Divine Smite, and any spells that would require them to take
times and in addition to their proficiency with simple and an attack with a melee weapon before taking effect, but you
martial weapons they also have proficiency with sidearms must be within at least 10 feet of the target to do so.
and long arms, and may select from the following starting Additionally, paladins can choose the Akimbo Shooting,
items (if proficient): Breacher, Gun Duelist, or Shield Shooting Gun Tactic in
place of a Fighting Style when choosing Fighting Styles.
(a) chain mail, (b) multi-layer vest, or (c) leather armor,
longbow, and 20 arrows
(a) a martial weapon and a shield, (b) two martial
weapons, or (c) a primitive long arm and 20 rounds
(a) a light crossbow and 20 bolts, (b) a primitive sidearm
and 20 rounds, or (c) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack

29
Ranger Warlock
Rangers have advanced their ranged fighting capabilities Warlocks are proficient with sidearms, and may start with a
beyond proficiency with simple and martial weapons and primitive sidearm and 20 rounds instead of a light crossbow
now have proficiency with sidearms and long arms, and may and 20 bolts at the DM's discretion.
select from the following starting items (if proficient): A warlock may take the Ghost in the Machine as their
(a) scale mail, (b) leather armor, or (c) light undercover patron if it is appropriate for the campaign setting but cannot
shirt learn any technomagic spells except at the DM's discretion.
(a) two shortswords, (b) two simple melee weapons, or (c) Wizard
two primitive sidearms and 40 rounds
(a) a dungeoneer's pack or (b) an explorer's pack Wizards are proficient with sidearms, and may start with a
(a) a longbow and a quiver of 20 arrows or (b) a primitive primitive sidearm and 20 rounds instead of a quarterstaff or
long arm and 20 rounds dagger at the DM's discretion.
A wizard may take the Technomancy arcane tradition if it is
Additionally, rangers can choose the Gun Duelist, Riflery, appropriate for the campaign setting but cannot learn any
or Sniper Gun Tactic in place of a Fighting Style when technomagic spells except at the DM's discretion.
choosing Fighting Styles. Finally, the Archery Fighting Style
applies to sidearms and long arms. Gun Tactics
Rogue Gun Tactics are gun shooting specializations. They serve as
alternatives to Fighting Styles. You can't take the same Gun
Rogues are proficient with sidearms, muskets, wheellock Tactic more than once, even if you get to choose again.
guns, carbines, and rifles. Additionally, a rogue can substitute
proficiency with longswords, rapiers, and shortswords for Akimbo Shooting
proficiency with long arms. A rogue may select from the When wielding two light firearms, you can add your ability
following starting items (if proficient): score modifier to the damage of the second attack. You can
(a) a rapier, (b) a shortsword, or (c) a primitive long arm reload both light firearms at once using a bonus action.
and 20 rounds Breacher
(a) a shortbow and quiver of 20 arrows, (b) a primitive When you make an attack with a firearm at a creature within
sidearm and 20 rounds, or (c) a shortsword 15 feet of you and you roll a 1 or 2 on the damage die, you
(a) a burglar's pack, (b) a dungeoneer's pack, or (c) an can reroll the damage die and must take the new roll, even if
explorer's pack the number is a 1 or a 2. The firearm must have the scatter
Leather armor, two daggers, and thieves' tools property for you to gain this benefit.
Sorcerer Gun Duelist
Sorcerers are proficient with sidearms, and may start with a When wielding a sidearm in one hand and no other weapons,
primitive sidearm and 20 rounds instead of a light crossbow you get a +2 bonus to your damage rolls with these weapons.
and 20 bolts at the DM's discretion. Riflery
When wielding a two handed firearm without the bulky or
scatter property, you get a +2 bonus to attack rolls with these
weapons.
Sniper
Variant: Firearms are Prominent If you make an attack with a two-handed firearm beyond 30
In a world where firearms are more common, you may (at the feet, you get a +2 bonus to your damage rolls with these
DM's discretion) select from advanced sidearms and long weapons. The firearm cannot have the scatter property and
arms when choosing starting items. gain this benefit.
Additionally, barbarians have proficiency with long arms. A Shield Shooting
barbarian may start with the following items, plus anything You can now wield a two-handed firearm with a shield, but
provided by your background. must brace it against the shield as a bonus action to fire it.
(a) a greataxe, (b) any martial melee weapon, or (c) any
long arm
(a) two handaxes or (b) any simple weapon
An explorer's pack, and (a) four javelins or (b) 20 rounds
of ammunition

30
Warlock Pact Boon: Pact Eldritch Invocations
of the Firearm First Impressions
You have a knack for making an impression in combat. Add
You can use your action to create a pact weapon in your your Charisma modifier to your initiative rolls.
empty hand. You can choose the form that this firearm takes
each time you create it . You are proficient with it while you Blast & Shoot
wield it. This firearm counts as magical for the purpose of Prerequisite: Pact of the Firearm feature, eldritch blast
overcoming resistance and immunity to nonmagical attacks cantrip, 5th level

and damage. This firearm uses a magical reserve of When you cast eldritch blast, you can attack with your pact
ammunition supplied by your patron that does not run out. weapon as a bonus action.
You still have to reload it, however.
You can only summon a primitive firearm as your pact Gunstorm
weapon until you reach 13th level, when you can now Prerequisite: Pact of the Firearm feature, 5th level

summon firearms. You can attack twice when you take the attack action on your
Your pact firearm disappears if it is more than 5 feet away turn using your pact weapon.
from you for 1 minute or more. It also disappears if you use
this feature again, if you dismiss the weapon (no action Improved Pact Weapon
required), or if you die. You can transform one magic firearm Prerequisite: Pact of the Blade or Pact of the Firearm
into your pact weapon by performing a special ritual while feature, 5th level

you hold the firearm. You perform the ritual over the course Any weapon you create using your pact feature is a +1
of 1 hour, which can be done during a short rest. You can weapon. This invocation doesn't affect a magic weapon you
then dismiss the weapon, shunting it into an transformed into your pact weapon.
extradimensional space, and it appears whenever you create
your pact weapon thereafter. You can’t affect an artifact or a Show of Force
sentient weapon in this way. The weapon ceases being your Prerequisite: 9th level, Pact of the Firearm or Pact of the
pact weapon if you die, if you perform the 1-hour ritual on a Blade feature

different weapon, or if you use a 1-hour ritual to break your You can use your Charisma modifier, instead of your
bond to it. The weapon appears at your feet if it is in the Dexterity modifier, for your attack and damage rolls for your
extradimensional space when the bond breaks. pact weapon.

Variant Rule: Firearms are Prominent


If firearms are a common sight in your world, you
can also summon firearms as well as primitive
firearms until you reach level 13.

Pact Boon
If your patron is the Archfey, your weapon might be
a shiny redwood rifle decorated in gold plated
patterns shaped in complex leaf designs. If you
have the Fiend patron, your gun might be a
charcoal black shotgun adorned with flames, with
an evil dark steel barrel. If you draw your magic
from The Great Old one as a patron, your gun might
resemble a pepperbox made from ancient
stonework, engraved everywhere with glowing,
yellow-orange eyes.

31
Superior Pact Weapon Grasp of The Ancient One
Prerequisite: Pact of the Blade or Pact of the Firearm Prerequisite: Great Old One patron, Pact of the Firearm
feature, 9th level
feature
Any weapon you create using your pact feature is a +2 You can create a blunderbuss (or shotgun if firearms are
weapon. This invocation doesn't affect a magic weapon you prominent, or when you reach 13th level.) made from a black,
transformed into your pact weapon. inky marble and a sickly, green colored steel that seems to
glow. Spectral tentacles writhe around the barrel of the
Draining Shot shotgun, slurping sounds following every shot you make with
Prerequisite: 11th level, Pact of the Firearm feature.
it. When you hit a creature with its ammunition, you can
When you make a successful shot against a creature with expend a spell slot to deal an additional 2d8 psychic damage
your pact firearm, you can choose to drain that creature of to the target per spell level, and you can make the creature
life and transfer it to you. a dark crimson line leads back to frightened of you until the end of your next turn.
the barrel of your gun, give you temporary HP equal to half
the amount of damage dealt. Wrath of The Inferno
Prerequisite: Fiend Patron, Pact of the Firearm feature
Greater Pact Firearm You can create a musket (or a rifle if firearms are
Prerequisite: Pact of the Firearm feature, 13th level.
prominent, or when you reach 13th level.) forged in the fires
You can summon a special firearm when you invoke your pact of Pandemonium. Its wood is a black, unbreakable charcoal,
weapon as part of your Pact of the Firearm feature. You can and its barrel is blood red. Flames seem to surround the
change your current weapon to become one of these special trigger that don't hurt you when you put your finger inside it.
firearms when you take this invocation. When you hit a creature with its ammunition, you can expend
a spell slot to deal an additional 2d8 fire damage to the target
Customized Pact Weapon per spell level that ignores resistance and immunity.
Prerequisite: Pact of the Firearm feature, 13th level

Any firearm you create using your Pact of the Firearm feature
can start with one Attachment or Custom Part of your choice
that can be used with it. This invocation doesn't affect a
magic weapon you transformed into your pact weapon.
When you reach 17th level, your pact weapon can start
with any number of two Attachements or Custom Parts.
Eldritch Strike
Prerequisite: 9th level, Eldritch Blast cantrip

When you cast eldritch blast, you can use a bonus action to
make a weapon attack.
Ultimate Pact Weapon
Prerequisite: Pact of the Blade or Pact of the Firearm
feature, 15th level

Any weapon you create using your pact feature is a +3


weapon. This invocation doesn't affect a magic weapon you
transformed into your pact weapon.
Eldritch Storm
Prerequisite: Pact of the Firearm feature, eldritch blast
cantrip 18th level

You can concentrate the eldritch blast cantrip through the


barrel of your pact weapon, focusing the crackling beams into
one large ray of magical force. Make a ranged spell attack
roll. If the attack hits, roll four eldritch blast damage rolls.
Add your Dexterity modifier to the damage of this attack.
Sly Sniper
Prerequisite: Archfey patron, Pact of the Firearm feature
You can create an arquebus (or a heavy rifle if firearms are
prominent, or when you reach 13th level) forged from a
spindly wood, who's barrel is a bright brass adorned with
ornate carvings. Vines are wrapped around the gun's length.
When you hit a creature with its ammunition, you can expend
a spell slot to deal an additional 2d8 poison damage to the
target per spell level, and makes the creature charmed by you
until the end of your next turn.

32
Expend a spell slot and roll twice on the Reckless Casting
Arcane Tradition:
table for its level, or the 5th level table if the slot is 6th
level or higher. Pick which of the two results you want to
School of Invention use and cast the resulting spell as part of this action.
Reckless Casting
This is a modification of the wizard Arcane  d10  Cantrip
Tradition originally published in Unearthed Arcana:
Three Subclasses. It includes changes to the class 1 acid splash
features that makes use of material from this 2 chill touch
compendium.
3 card throw
4 fire bolt
The School of Invention claims credit for inventing the other 5 light
schools of magic - a claim other wizards find absurd. Wizards 6 mindrending bullet
of this school push magic to its limits. They stretch the
known laws of arcane power and strive to reveal important 7 poison spray
truths about the nature of the multiverse. 8 thorn whip
Adherents of this school believe that innovation is best 9 wall of denial
served through experimentation. They have a reputation for
acting first, thinking second. Most wizards are scholars who 10 Roll twice and cast each cantrip, but if you roll
have mastered their craft through careful study, rigorous another 10 on either die, you cast nothing, wasting
your action.
practice, and endless hours of repetition. These wizards
would rather throw spells together and see what happens.  d10  1st-level Spell
Many wizards of this tradition are gnomes, alchemists, or
both, and they take pride in the magic-infused armor they 1 burning hands
don. The armor not only provides protection, but it is also 2 chromatic orb
designed to help the wizard channel magic in unpredictable
ways. 3 color spray
Wizards of this tradition are regarded as savants to their 4 false life
faces, but wizards of other traditions often think of them as 5 ice bayonet
lunatics.
6 jump
Tools of the Inventor 7 magic missile
At 2nd level, you gain proficiency with two tools of your 8 poison gas
choice. 9 thunderwave
Arcanomechanical Armor 10 Roll twice and cast each spell, but if you roll another
10 on either die, you cast nothing, wasting your
Innovation is a dangerous practice, at least as far as action but not the spell slot.
members of this school practice it. As a shield against this
risk, you have developed a suit of arcane armor.  d10  2nd-level Spell
Starting at 2nd level, you gain proficiency with light armor 1 blur
and gain a suit of arcanomechanical armor - a magic item
that only you can attune to. While you are attuned to it and 2 darkness
wearing it, it grants you resistance to force damage. 3 enlarge/reduce
The armor is light armor and provides an AC of 12 + your
Dexterity modifier. It also has ballistics resistance (BR 1). It 4 invisibility
weighs 8 pounds. 5 levitate
You can create a new suit of it at the end of a long rest by 6 scorching ray
touching a nonmagical suit of studded leather armor, which
magically transforms it. Doing so removes the magic from 7 shatter
your previous arcanomechanical armor, turning it into 8 shackles of pain
nonmagical studded leather.
9 soften the sword
Reckless Casting 10 Roll twice and cast each spell, but if you roll another
10 on either die, you cast nothing, wasting your
Starting at 2nd level, you can attempt to cast a spell you don’t action but not the spell slot.
have prepared. When you use this ability, you use your action
and choose one of the following options:
Roll on the Reckless Casting table for cantrips and cast
the resulting spell as part of this action.

33
 d10  3rd-level Spell
Alchemical Casting
1 fear
At 6th level, you learn to channel magic through your
2 feign death arcanomechanical armor to augment spells in a variety of
3 fireball ways. When you cast a spell while wearing that armor and
attuned to it, you can expend one additional spell slot of 1st
4 hydraulic beam or 2nd level to alter the spell. The effect depends on the spell
5 gaseous form slot you expend.
6 lightning bolt A 1st-level slot allows you to manipulate the spell’s energy.
When you cast a spell that deals acid, cold, fire, lightning, or
7 rotting shot thunder damage, you can substitute that damage type for
8 searing smoke another one from that list.
A 2nd-level slot increases the spell’s raw force. If you roll
9 sleet storm damage for the spell when you cast it, increase that damage
10 Roll twice and cast each spell, but if you roll another by 2d10 force damage against one of the spell’s targets (your
10 on either die, you cast nothing, wasting your choice) this turn.
action but not the spell slot.

 d10  4th-level Spell


Arcanomechanical Shielding
At 10th level, you improve your arcanomechanical armor to
1 blight stand up to effects both mundane and magical in nature. As a
2 confusion reaction while wearing your armor, you can expend a 1st-level
3 drop shield spell slot to gain resistance to nonmagical bludgeoning,
piercing, and slashing damage for 1 minute.
4 fire shield Additionally, while you are wearing and attuned to your
5 ice storm arcanomechanical armor, you can expend a 1st or 2nd level
spell slot to cast absorb elements. When cast this way, you
6 phantasmal killer add the extra damage to the damage roll of your next melee
7 stoneskin attack, ranged attack, or damaging spell not requiring an
8 vortex attack roll.
9 wall of fire Controlled Chaos
10 Roll twice and cast each spell, but if you roll another
10 on either die, you cast nothing, wasting your
At 14th level, your ability to improvise magic grows stronger.
action but not the spell slot. Whenever you roll on a Reckless Casting table for a spell
other than a cantrip, you can roll on the table that is one level
 d10  5th-level Spell higher than the expended spell slot.
1 cloudkill
2 cone of cold
3 conjure firing squad
4 destructive wave
5 hold monster
6 insect plague
7 mass cure wounds
8 wall of force
9 wall of stone
10 Roll twice and cast each spell, but if you roll another
10 on either die, you cast nothing, wasting your
action but not the spell slot.

34
Provided you stay true to your vow as best as you can, you
Backgrounds can make use of any hospital or medical facility - typically
When included, backgrounds help you create a more located in churches, noble estates, universities, and other
believable character. Work with your DM to determine an places of higher learning - as temporary residence for
appropriate background for your character. yourself, your patient or patients, and your companions if
there is room for them. Doctors will put you up at a lifestyle
Background: Doctor one step below their own if you can maintain a good
relationship with them.
Whether you were a tribal witch-doctor, a medicine-man, a However, if ever you are proven to have broken your vow,
holy healer, a military field medic, or a genuine medical you will be fully and publicly discredited as a doctor, and
professional from an unusually enlightened society, you other doctors who pay attention to medical society will
specialize in the treatment of suffering. You have seen injury, recognize you as such. You and all who are with you will be
disease, poison, and death, and still you have defied it all, turned away from mundane medicine and the places it is
fighting to save every last soul. provided. Because you swore on your life, breaking your vow
As a medical professional, you have sworn the Hippocratic is akin to a personal death sentence, though no doctor true to
oath and do your best to adhere to its tenets. In so swearing, his vows is free to exact it upon you. Even so, more
you have pledged your life to protect life, that all who suffer enlightened nations are likely to have laws regarding the
are your patient, to support other doctors as family, to train treatment of doctors and their vows... and enlightened does
any who swear the oath, to practice to the best of your ability, not necessarily mean "kind" or "gentle".
to always improve upon the art, to practice only your
specialization, to practice not for your own gain, to practice Suggested Characteristics
within the law, and to keep all of your patients' secrets. Doctors may come from many walks of life, but all became
Why did you turn away from the medical profession? Or if enrolled in some place of higher learning, or at least were
you haven't, what was it that drew you into the life of the tutored by a renowned doctor, eventually swearing the
adventurer? What do you think of the oath, or other doctors? Hippocratic oath - and that oath is not a light load to bear.
Doctors often show their true colors under extreme stress,
Specialist whether it makes them more studious, intense, and
Each doctor must choose a field of specialization to practice passionate, or clinical, intellectual, and unusually calm.
within the broader art of medicine. Many are troubled by harrowing events they bore witness
to. Some are shockingly pragmatic, with an "it may not be
d6 Specialization pretty, but you'll live" approach to problems. Many are
1 Diagnostics seemingly tireless, hard-working individuals. Some can be
2 Apothecary inspiring souls, with a deep appreciation not only for life
itself, but for the people they keep alive as well. There is much
3 Surgery debate among doctors as to just what the oath means, and
4 Bone Setting what tenets have priority in any given situation.
5 Therapy  d8  Personality Trait
6 Research 1 All I think about is saving lives, or I dwell on lives that
have been lost that I could have saved.
Skill Proficiencies: Medicine, Investigation 2 I practice in the name of my religion, nation, or clan.
Tool Proficiencies: Medicine Kit 3 I am cold and calculating in my every word and
Languages: One of your choice action, even when furious or frightened.
Equipment: Doctor's Tools, 2-man tent, bedroll, blanket,
Book (About anatomy, disease, apothecary, or surgery), 4 When the bodies hit the floor, my hands go into
common clothes, five bars of soap, a belt pouch containing autopilot.
5 gp. 5 I consider magical healers and healing either to be
cheating and unaccountable, or an integral future
Feature: Burden of Life counterpart of a greater medical art.
Due to your vow, you are expected to cure the ill, regardless 6 I am waging a personal war on death itself.
of morals or prejudice, even if they are your enemy. Likewise, 7 I am entranced and inspired by the brilliance and
it is considered a horrid evil to intentionally kill a doctor for glory of the living body.
no reason. As such, intelligent enemies are less likely to
target you, provided they are not overwhelmingly evil or lack 8 I am actively involved in the medical society and
a code of honor. Your patients who are enemies will even stay engage in theoretical discourse and debate.
their hand, not attacking you directly while they are under
your care. Though... who's to say what happens after they
leave your care?
Restored individuals may be grateful, or feel some form of
life-debt to you. Enemies may repay you by specifically
choosing not to kill you, or they may give free information; a
scout you once saved may turn a blind eye to your presence.

35
 d6  Ideal  d6  Flaw
1 Life. I was put in this world to protect and save life. 1 I took the vow not realizing its full implications.
(Good)
2 No one can know that I have broken my vow.
2 Oath. I swore my oath, and now I must live by its
tenets. (Lawful) 3 I feel contempt for many of my patients.
3 Vigilantism. No man can dictate who shall die, when, 4 I think I am better than other doctors, and other
or how! (Chaotic) people in general.
4 Profit. Is it really too much to ask that all who come 5 Sometimes I go too far in my search for knowledge.
to me suffering also come bearing compensation? 6 I am frightened/sickened by human suffering.
(Evil)
5 Survival. We are all in this together, for better or for
worse. (Neutral)
Variant Doctor: Veterinarian
Your specialization and training still stand, but instead of
6 Right. Everyone deserves to live. (Neutral) treating people, your art is focused on our fuzzy friends.
Exchange Investigation for Animal Handling or Nature.
 d6  Bond Animals who have been healed do not behave the same
1 I owe everything to my home village/clan, for pooling way people do. Some more intelligent creatures, such as
their resources to have me educated. wolves, may be capable of feeling gratitude, but have limited
2 I was pushed, or encouraged, into the field by my ability to express such. Monsters however, true to their name,
parents, one of whom may have been a doctor. are usually incapable of such emotion and will likely just
3 My professor is the most important person in the
attack the moment they recover. Other doctors may not take
world to me. you as seriously as you deserve, but anyone who has an
important animal, such as a knight's steed or a caster's
4 My patients are my everything- losing one of them is familiar, will have deep respect for you, for even
like dying, but it never ends. acknowledging that their animal is worth saving.
5 I took up the profession because someone close to
me died of something treatable.
6 I started my training alone from texts I obtained by
my own means.

36
 d8  Personality Trait
Background: Law Enforcement:
1 I always wear my uniform outside to show that I am
As a child, you dreamed of serving your city with pride and here to keep people safe.
protecting it from evil and injustice. When you were old
enough, you headed to your recruiting station to begin the 2 I am the law. I get to say who walks free.
training to become a member of law enforcement. This 3 I look for clues and try my best to get the crook.
background is suitable for uniformed police, military or 4 I love making people happy, as long as I am also
federal police, government agents, and special forces. keeping them safe.
Skill Proficiencies: Athletics, Insight 5 I never trust a criminal. Ever.
Additional Proficiency: Sidearms 6 I enjoy a good chase. My heart beating, my legs
Languages: One additional language of your choice pumping... It's what I live for.
Equiptment: Light pistol, two full magazines, and a police
uniform 7 If I'm paid, I'm happy. It doesn't matter who paid me.
8 I will give everything I have to save my people,
Feature: Civil Ranking including my life.
Being a officer of the law, you gain privileges suitable to your
station. If you are within the city that you served in, patrol  d6  Ideal
officers are likely to follow your orders, within logical reason.
Outside of your jurisdiction, you have advantage on 1 Truth. The duty of law enforcement is to seek and lay
Charisma (Persuasion) checks and Charisma saving throws bare the truth. (Any)
(again, within reason) against law enforcement of equal or 2 Justice. I won't sleep until I catch every dirty criminal I
lesser rank. You must show your badge, thus identifying see. (Lawful)
yourself as a member of law enforcement, to use this feature. 3 Law. What good is the law if it isn't followed? (Good)
When choosing this background, roll a d6, or choose a rank
from 1-6 from the options below. Players cannot begin at a 4 Glory. I want money and fame more than anything,
rank of 7 or higher. Rankings are as follows: even if I have to get my hands dirty. (Evil)
5 Merciless. I don't care about the means; as long as the
Rank 10: Chief of Police, Superintendent, Director, or criminal is behind bars it's okay with me. (Chaotic)
Commissioner
Rank 9: Deputy/Assistant Chief, Superintendent, Director 6 Aspiration. I want to follow in the footsteps of the
officer who saved my life. I'll do anything to be like
or Commissioner them. (Any)
Rank 8: Major
Rank 7: Captain or Commander  d6  Bond
Rank 6: Lieutenant
Rank 5: Staff Sergeant, Sergeant First Class, First 1 I work to put food on the table and I will work extra
Sergeant, Master Sergeant, or Sergeant Major just to make sure I do.
Rank 4: Sergeant 2 I truly enjoy being a part of the justice system.
Rank 3: Corporal or Senior/Master 3 These people are my purpose. I can't save them I've
Rank 2: Trooper or Patrolman failed them.
Rank 1: Cadet, Recruit, Trainee, or Probationary
4 This is just one way that I show my deep devotion to
the god I worship.
5 I owe my life to a rookie or officer.
6 I am always on the hunt for a promotion.

 d6  Flaw
1 I get so caught up in work I don't pay attention to the
real world.
2 I will beat the answers out of anyone who don't give
me what I want.
3 I get drunk on the job but it keeps me going.
4 I have trouble following orders from my superiors.
5 I put too much trust in my fellow officers even dirty
ones.
6 I don't make mistakes, I just do things differently.

37
 d6  Ideal
Background: Mercenary
1 Golden Pockets. I fight for money, and nothing else.
As a mercenary your services were for hire to anyone who (Neutral)
could afford you. What drove you to be a soldier of fortune?
Was it to escape poverty? Was it the thrill of battle? Or was it 2 Great Publicity. I will be known for my deeds, sooner
rather than later. (Any)
simply that fighting was all you knew growing up?
Who was your battle company, or did you work alone? 3 Power or Death. In my line of profession, the strong
What made you give it up... or are you still for hire? Did you live and the weak starve. (Evil)
make any allies or enemies along the way? What wars or 4 Honorbound. I never break my promises. Ever.
battles were you involved in? What were the consequences? (Lawful)
Lost allies? War crime charges? 5 War and Crime. Whenever chaos flourishes, so too
Skill Proficiencies: Intimidation, Perception does my work. (Chaotic)
Tool Proficiencies: One type of gaming set, Vehicles (land) 6 Vigilante. I am a sellsword who swings his weapon
Equipment: Proof of the first contract you completed, a set of only against those who deserve it. (Good)
common clothes, one gaming set of choice, a belt pouch
containing 10 gp  d6  Bond

Feature: Hired Blade 1 I became a mercenary to support my family, who


would have probably starved in a slum somewhere if
You are a soldier of fortune, a fighter who sells his services to not for me.
the highest bidder. You roam towns and cities in search of a 2 I fight for a lover that knows little if not nothing of
place where your unique set of talents are useful; whether for me.
a lord hunting a group of bandits, or a local barkeep tired of
the goblin infestation in his cellar, you can always find some 3 I was inspired by a great hero to become a mercenary.
work if you look hard enough. The job itself doesn't matter, so 4 I treat my valued comrades like brothers, and I will let
long as you get paid - at least, that's what people tend to no insult or injury fall upon them.
think. Sometimes, the jobs you find tend to be of the seedier 5 I am protecting something of great importance to me
sort, giving you the choice and the problem of figuring a way by keeping it a secret... so you'd better forget what
to compromise between your ethics and your job. you just heard.
6 I never disrespect an employer, as long as they never
Suggested Characteristics disrespect me or stop giving me money.
You are a mercenary who hunted down your employers'
enemies for coin. Were you happy in this life? What made you  d6  Flaw
leave it behind to become an adventurer? Did you leave it at 1 I'll do anything for coin, damn the consequences.
all, or is adventuring just another way of putting food on the 2 As much as I pretend to love fighting, I secretly hate
table? hurting others.
 d8  Personality Trait 3 I have crippling debts that my work barely pays off.
1 I like to show off, particularly if there's a chance at 4 I never fail at my tasks, even if I have to resort to less
another job. honourable means to complete them.
2 I am always gregarious and cheerful, no matter the 5 I would send an innocent to face his death if it means
situation, as long as my pockets are full. I will win the fight.
3 To me, the whisper of steel and the clash of weapons 6 Someone powerful will do anything to have my head,
is just as pleasing as any amount of gold. so I seek to take his or her head first.
4 I always train because training leaves the body ready,
even in a moment of respite or weakness.
5 I hold myself to a strict code of ideals.
6 I keep my personal possessions in secret places
which known only to me.
7 I take special care to protect my weapons and armor,
for I know they will protect me in return.
8 I refuse to lift a finger until I hear the jingling sound
of coins.

38
 d6  Bond
Background: Merchant
1 My business is my life. I must always make a sale.
Whether you spent a few years as an apprentice or you were
self-taught, you know your way around a marketplace. It's like 2 I am being pursued by a crime boss I can never repay.
a second home to you, where you can talk for hours on end 3 All I am trying to do is provide for my family.
and you know exactly what you can and can't do. 4 I will do anything for the right amount of gold.
Skill Proficiencies: Persuasion, Insight 5 Seeing the world is as valuable as gold, I must see it
Tool Proficiencies: One gaming set of your choice, all.
cartographer's tools 6 My culture and my past keep me on the road, always
Languages: Two of your choice looking for the next sale.
Equipment: An item you were unable to sell, a few minor
souvenirs from places you've been to, a backpack, a set of  d6  Flaw
traveler's clothes, and a belt pouch containing 50 gp.
1 The only thing I trust is gold.
Feature: Soft Skills 2 No amount of gold is worth my life, I will run when in
Your know exactly what to say and do to close a sale. Once danger.
per day, you can use this feature to gain advantage on a single 3 Making a profit is more important than honesty or
Charisma check that involves negotiating a deal with others. integrity.
4 People's feelings mean little to me, they are worth
Variant Feature: Hard Negotiation. This is not role- only as much as the gold in their pockets.
playing. When attempting to sell a magical item (as 5 The mere mention of gold throws all my judgement
detailed in Xanathar's Guide to Everything's out the window.
downtime rules), you get a +5 bonus to the
Charisma (Persuasion) check required for the 6 If there's a bet, then I'm in. All in. Double or nothing.
Magic Item Offer. Don't tell me the odds, just roll the dice!

Suggested Characteristics
Travelling around and interacting with people shaped how
you act around people, consider the following traits.
 d8  Personality Trait
1 I am very protective of my merchandise.
2 I'm very talkative, and I like to interact with people.
3 I like to take notes about my customer's appearance,
disposition, and items they have on hand.
4 I talk very quickly, and always cut to the chase.
5 I like to joke around and tell stories.
6 I speak in an unusual dialect.
7 I give my two cents on everything.
8 I like to dabble in many different cultures. It's all so
interesting!

 d6  Ideal
1 Charity. I'm doing what I do so others can benefit
from my goods. (Good)
2 Greed. I'm doing this for money. Nothing else
matters. (Evil)
3 People. I love to interact with people. That's the most
important thing. (Neutral)
4 Change. Change makes the world go round. It's
everywhere and needs to be embraced. (Chaotic)
5 Fairness. Everyone deserves equal opportunity.
(Lawful)
6 Aspiration. I hope my life and my wares propel me to
greatness. (Any)

39
Background: Philosopher
By u/Ezfi Philosophies
You have dedicated yourself to the pursuit of answers to life's  d20  Philosophy
most difficult questions, ones of existence, morality and
meaning, and you have made a name for yourself doing so. 1 Solipsism. Knowledge of anything outside one’s
Perhaps you were privileged and classically trained, own specific mind is unjustified. The external
world and other minds cannot be known and might
inheriting your theories from the world's greatest minds and not exist.
making them your own. Or maybe you started the quest for
truth from nothing, forming your philosophy by debating with 2 Determinism. Every event, including thoughts and
any friend or stranger who would entertain you, and your behavior, decision and action, is determined by an
unbroken chain of prior occurrences.
conclusions have only recently received wide attention and
acclaim. After spending a lifetime in the realm of thought, it 3 Utilitarianism. The moral worth of an action is solely
may be surprising to see you pursue the active and practical determined by its contribution to overall utility,
life of an adventurer. that is, what creates the most net happiness.
4 Hedonism. Pleasure is the only intrinsic good.
Skill Proficiencies: History, Insight Actions can be evaluated in terms of how much
Languages: Two of your choice pleasure they produce.
Equipment: A book of your thoughts, a quill, a jar of black 5 Positivism. Knowledge can only come from positive
ink, an small trinket that once gave you a philosophical affirmation through a strict scientific method.
revelation, a set of common clothes, and a belt pouch
containing 10 gp. 6 Absurdism. Any effort to find meaning in the
universe will ultimately fail (and, hence, is absurd)
Feature: Debate Ethics because no such meaning exists.
Among those who study philosophy, including cultured 7 Objectivism. Certain acts are objectively right or
nobles, academics and other philosophers, there is a chance wrong.
that at least some of them have heard of your work. Those 8 Relativism. No belief can have absolute truth,
who respect philosophy will assume you to be a reasonably having value only within a certain context or frame
wise and intelligent person, and they will be more likely to of reference.
listen to your advice. Using your reputation and experience in
debate, you may be able to convince these people that an act 9 Nihilism. Life is without objective meaning,
purpose, value or truth.
which seems evil, wrong, or morally questionable at first
glance is, in fact, perfectly fine. While they are not guaranteed 10 Existentialism. All philosophical thought must
to agree with you, they are more likely to give your arguments begin with the experiences of the individual, and it
serious consideration. is up to them to give meaning to their own
existence.
11 Rationalism. The criterion of the truth is not
sensory, but intellectual and deductive.
12 Stoicism. Emotional and physical self-control leads
to inner peace and strength, allowing one to live a
happier life.
13 Aestheticism. Our main efforts in life should be on
creating and enjoying beauty, in all of its forms.
14 Collectivism. The greater good is more important
than any individual.
15 Egalitarianism. All individuals should be treated as
equals.
16 Constructivism. Reality, and the methods we use to
understand it, are subjective constructions rather
than an objective reading of events.
17 Naturalism. The supernatural and the natural are
indistinguishable and can be studied with the same
methods.
18 Finalism. Any event is defined by a pre-set final
outcome, and all events leading up to the outcome
are shaped by it.
19 Cynicism. Selfless qualities like altruism, honest and
virtue do not exist. People are only driven by self-
interest.
20 I haven't settled on a philosophy.

40
 d6  Flaw
Personal Philosophy
After spending a lifetime asking and pondering, you have 1 I get so caught up in thought experiments that I don't
developed a personal philosophical stance. Choose one from pay attention to the real world.
the Philosophies table or roll on it to determine what your 2 My philosophy comes with implications that trouble
character is mainly focused on. me deeply, and I fear accepting them.
3 I get personally offended when my views are
Suggested Characteristics challenged.
Philosophers are highly concerned with thoughts, theories,
and abstract concepts, and tend to view the world in a way 4 I'm a hypocrite who can't follow my own beliefs.
that is tinted by this fixation. They may embrace the world 5 Practical problems always stump me.
around them as a fascinating manifestation of the universe's
inner workings, or they may shun it in favor of their internal 6 I'm not wrong, I just think on such a high abstract
level that no one else gets it.
experience.
 d8  Personality Trait
1 I never stop asking questions. Ever. Background: Slave
2 I am absent minded and easily distracted.
u/Moses_The_Wise
3 I spend several hours each day in quiet introspection. You are some kind of slave or indentured servant, or you are
4 I love seeing how other respond to paradoxes and or were controlled entirely by another person or group of
strange thought experiments. people. You don’t have to be a slave in the traditional sense;
5 The philosophical conclusions of common people are
an abused and isolated child, a tortured prisoner, or an
just as valuable as those from established academics. underpaid servant or worker, any or all of these people could
take this background.
6 I enjoy the challenge of explaining complex Were you a field worker, sweating to bring in harvests?
Or
philosophical concepts in terms that a layman can
understand.
were you a house slave who took care of the master and
his/her household?
Maybe you worked in something similar
7 I am unflappable in the face of tragedy, analyzing the to a sugar plantation, where the work was highly dangerous
situation in a calm, academic manner. and often lethal.
8 Everything can be seen as a metaphor for the deeper You can choose whether you bought your freedom, were
meaning of life. freed by someone else or even your master/mistress, escaped
and are on the run, or if you still actually serve them but are
 d6  Ideal travelling on your own for one reason or another.
1 Truth. There are answers out there and I intend to find
them. (Any)
Skill Proficiencies: Deception, Intimidation
Languages: One of your choice, which you are illiterate in.
2 Indoctrination. I won't be happy until everyone Equipment: A pair of manacles you at one point wore, A
believes exactly what I believe. (Lawful) simple memento from your family or a fellow slave,
3 Virtue. What good is a moral system if you don't put it something you used to do your job as a slave, 5 gp.
into practice? (Good)
Specialty
4 Justification. I use philosophy to excuse my cruel As a slave, you had a job to do - whether you liked it or not.
impulses. (Evil) Roll a d8 on the table to determine that job.
5 Rebellion. I like thinking and believing differently than d8 Job
everyone else. (Chaotic)
1 Maid/Butler
6 Aspiration. I want to be like the great philosophers
that I look up to. (Any) 2 Field Worker
3 Concubine
 d6  Bond
4 Fisher
1 I have written a book, paper or manifesto on my
philosophy and I want to promote it. 5 Miner
2 I need to find meaning in my life. 6 Assistant
3 There is a living philosopher that I look up to more 7 Gardener
than anyone, and I dream of meeting them.
8 Cook
4 My philosophy is just one way that I show my deep
devotion to the god I worship.
5 I owe my theories and success to the school of
philosophy that trained me.
6 I am always on the hunt for evidence that my
philosophy is the correct one.

41
 d6  Flaw
Feature: Grovel
You are used to bowing, scraping and apologizing for even 1 I am terrified of authority figures.
slight offenses. While more prideful slaves are loathe to do it, 2 I often will just do what others tell me to.
you can earn enough through begging to live a Poor lifestyle
in most cities, and you can usually find someone who is 3 I refuse to listen to anyone else, or take any advice.
willing to take you in - though there may be a price, and it 4 My scars, both mental and physical, still cause me
may not be gold. great pain.
5 I have little pity for slaves that have accepted their
Suggested Characteristics fate.
Slaves will have been shaped by the way they were treated,
and what kind of work they did.
Their treatment and their 6 I have an extreme fear of confinement and
relationships to both other slaves as well as their punishment.
masters/mistresses affect their mannerisms and ideals. Their
flaws might be a side effect of the trauma of their slavery.
 d8  Personality Trait
1 I am shy, rarely speak, and avoid eye contact.
2 My manners are spot on; I’m always polite and
respectful.
3 I'm sick of biting my tongue, and am purposefully
rude to those I dislike.
4 I am rather uncouth, with little understanding of
social etiquette.
5 Sometimes I misinterpret requests as orders.
6 I don’t take commands from anyone.
7 I am subservient and servile.
8 I prefer to be in charge.

 d6  Ideal
1 Subservient. Just follow the rules and do what you’re
told, and everything will be alright. (Lawful)
2 Release. No one should suffer slavery as I have.
(Good)
3 Freedom. Everyone should be allowed to do as they
please. (Chaotic)
4 Autonomy. I just want to live my life undisturbed.
(Neutral)
5 Power. It would be nice to be the one holding the
whip for once. (Evil)
6 Wander. I wish to see the world that I’ve never been
able to see. (Any)

 d6  Bond
1 My master treated me well, and I consider them to be
my family.
2 I ran away from my old master; they’re still looking
for me.
3 I am still in service to my master.
4 Slavery separated me from my family; perhaps I’ll find
them again.
5 Someone I love is still a slave; I want to free them.
6 I owe my life, and my freedom, to the one who freed
me.

42
New Spells
This compendium includes new spells that largely reflect the advancement of magic and technology in the world. The spells below
are added to the spell list of the specified class, except in the case of the Card Master, whose entire spell list is printed below. It
includes spells from this compendium as well as from the Player's Handbook and Xanathar's Guide to Everything.
Artificer 2nd Level 4th Level
Aganazzar's Scorcher
Banishment

Cantrips (0 Level) 3rd Level Blindness/Deafness


Blight

Instant Cover Efficaciousness


Blur
Charm Monster

Spontaneous Combustion
Cloud of Daggers
Confusion

1st Level Warp Metal Crown of Madness


Conjure Woodland Beings

Ice Bayonet Cryostasis


Dimension Door

4th Level Darkness


Dominate Beast

2nd Level Bubble Shield


Darkvision
Greater Invisibility

Fortify
Ghost Bullets
Detect Thoughts
Ice Storm

Magnetize Over Shield Earthbind


Phantasmal Killer

Steam Burst Enhance Ability


Polymorph

Gust of Wind
Stoneskin

Bard Hold Person


Vitriolic Sphere

Invisibility
Watery Sphere
Cantrips (0 Level) 3rd Level Levitate

Mindrending Bullet
Searing Smoke Magnetize
5th Level
Mirror Image
Cloudkill

1st Level 4th Level Misty Step


Cone of Cold

Daring Ditty
Ghost Bullets
Phantasmal Force
Conjure Elemental

Jinx
Over Shield Scorching Ray
Control Winds

Ice Bayonet
See Invisibility
Creation

5th Level Shatter


Dominate Person

2nd Level Quick Load


Shackles of Pain
Hold Monster

Shackles of Pain
Sight Line Spider Climb
Immolation

 
Suggestion
Seeming

 
7th Level Warding Wind Telekinesis

  Averer's Awakening
Teleportation Circle

Power Word Blind 3rd Level Wall of Stone

Animate Dead

Card Master Blink


6th Level
Bolded + italicized spells come from this compendium. Clairvoyance

Conjure Animals

Arcane Gate

Chain Lightning

Cantrips (0 Level) Color Spray


Counterspell
Chromatic Wave

Acid Splash
Comprehend Languages
Dispel Magic
Circle of Death

Blade Ward
Detect Magic
Erupting Earth
Conjure Fey

Card Throw
Disguise Self
Fear
Disintegrate

Fire Bolt
Earth Tremor
Fireball
Globe of Invulnerability

Frostbite
Expeditious Retreat
Fly
Investiture of Flame

Light
False Life
Gaseous Form
Investiture of Ice

Mage Hand
Feather Fall
Hydraulic Beam
Investiture of Stone

Message
Fog Cloud
Hypnotic Pattern
Investiture of Wind

Minor Illusion
Ice Knife
Life Transference
Mass Suggestion

Poison Spray
Identify Lightning Bolt
Otto's Irresistible Dance

Prestidigitation
Poison Gas
Major Image
Sunbeam

Ray of Frost Ray of Sickness


Melf's Minute Meteors
True Seeing
Thunderclap Shield
Protection from Energy

Silent Image
Searing Smoke

1st Level Thunderwave


Spontaneous Combustion

Burning Hands
Witch Bolt
Sleet Storm

Chaos Bolt
Stinking Cloud

Charm Person Water Breathing

Chromatic Orb
Water Walk

43
Card Master (continued) Ranger
7th Level Dominate Monster
1st Level 3rd Level
Conjure Celestial
Earthquake
Barlow's Warning Shot
Tailwind
Delayed Blast Fireball
Incendiary Cloud
Echolocate

Etherealness
Power Word Stun
Ice Bayonet
4th Level
Finger of Death
Sunburst Poison Gas Over Shield

Fire Storm
Ghost Bullets
Power Word Pain

9th Level 2nd Level


Prismatic Spray
Gate
Hawkeye
5th Level
Symbol
Meteor Swarm
Ironwood Aegis
 
Conjure Firing Squad

Teleport Power Word Kill


 
Quick Load

Time Stop
 
Sight Line
8th Level Wish  
Abi-Dalzim's Horrid Wilting

Cryobomb
Sorcerer
Cleric Cantrips (0 Level) Searing Smoke

Blood-Lightning Bullet
Warp Metal
Cantrips (0 Level) 3rd Level Mindrending Bullet

Black Bullet Create Fuel


Instant Cover
4th Level
Instant Cover
Searing Smoke
Baleful Eversion

Warp Metal 1st Level Vortex

1st Level Echolocate

Conjure Flak Jacket


4th Level Poison Gas
6th Level
Find the Trajectory
Over Shield
Chromatic Wave

Poison Gas
 
2nd Level
 
Cryostasis

7th Level
2nd Level  
Obfuscate
Power Word Blind
Fortify
Rust Shut

Spiritual Firearm
Shackles of Pain

8th Level
Wall of Denial
Steam Burst
Cryobomb
Wall of Denial

9th Level
Druid 3rd Level Glassing Beam
1st Level 3rd Level Efficaciousness

Echolocate
Rime Fang
Hydraulic Beam

Tailwind Rotting Shot

2nd Level
Fortify
7th Level Warlock
Ironwood Aegis
Averer's Awakening
Rust Shut Cantrips (0 Level) 3rd Level
Black Bullet
Rotting Shot
Paladin Blood-Lightning Bullet

4th Level
Mindrending Bullet
1st Level 3rd Level Ghost Bullets

Ice Bayonet
Create Fuel 1st Level Vortex
Find the Trajectory Barlow's Warning Shot

4th Level Jinx


7th Level
2nd Level Bubble Shield Poison Gas
Power Word Blind
Fortify

Spiritual Firearm 5th Level 2nd Level 8th Level


Quick Load Shackles of Pain
Cryobomb
 

 
 

 
 

   

44
Wizard 7th Level 9th Level
Averer's Awakening (Trans)
Glassing Beam (Evoc)
Cantrips (0 Level) Searing Smoke
Power Word Blind (Ench)
 

Blood-Lightning Bullet
Spontaneous Combustion
 

Forceful Bullet
Warp Metal
8th Level  

Instant Cover
Cryobomb (Evoc)

Mindrending Bullet

4th Level
Baleful Eversion

1st Level Bubble Shield


New Spells by

Barlow's Warning Shot

Conjure Flak Jacket

Ghost Bullets

Vortex
School of Magic
Echolocate
Abjuration Illusion
Ice Bayonet

5th Level
Fortify (2nd)
Barlow's Warning Shot (1st)

Poison Gas
Sight Line
Instant Cover (cantrip)
Obfuscate (2nd)

6th Level Over Shield (4th)

2nd Level Wall of Denial (2nd)


Necromancy
Cryostasis
Chromatic Wave

Black Bullet (cantrip)

Obfuscate
Conjuration Poison Gas (1st)

Rust Shut

7th Level
Card Throw (cantrip)
Rotting Shot (3rd)

Shackles of Pain
Power Word Blind
Conjure Firing Squad (5th)
Shackles of Pain (2nd)

Steam Burst
Conjure Flak Jacket (1st)

8th Level
Wall of Denial
Create Fuel (3rd)
Transmutation
Cryobomb
Ice Bayonet (1st)
Averer's Awakening (7th)

3rd Level Ironwood Aegis (2nd)


Baleful Eversion (4th)
Efficaciousness

9th Level
Quick Load (3rd)
Blood-Lightning Bullet (cantrip)

Hydraulic Beam
Glassing Beam
Rime Fang (3rd)
Efficaciousness (3rd)

Quick Load
Tailwind (3rd)
Forceful Bullet (cantrip)

Rotting Shot
Vortex (4th) Ghost Bullets (4th)

Magnetize (2nd)

Divination
New Spells By Level Echolocate (1st)

Rust Shut (2nd)

Searing Smoke (3rd)

Cantrips (0 Level) 3rd Level Find the Trajectory (1st)


Spontaneous Combustion
Black Bullet (Necro)
Create Fuel (Conj)
(3rd)

Blood-Lightning Bullet (Trans)


Efficaciousness (Trans)

Enchantment Warp Metal (3rd)

Card Throw (Conj)


Hydraulic Beam (Evoc)
Daring Ditty (1st)
 

Forceful Bullet (Trans)


Quick Load (Conj)
Jinx (1st)
 

Instant Cover (Abj)


Rime Fang (Conj)
Mindrending Bullet (cantrip)
 

Mindrending Bullet (Ench)


Rotting Shot (Necro)
Power Word Blind (7th)
 

Searing Smoke (Trans)


 

1st Level Spontaneous Combustion


Evocation  

Barlow's Warning Shot (Illu)


(Trans)
Bubble Shield (4th)
 

Conjure Flak Jacket (Conj)


Tailwind (Conj)
Chromatic Wave (6th)
 

Daring Ditty (Ench)


Warp Metal (Trans)
Cryobomb (8th)

Echolocate (Div)
Cryostasis (2nd)

Find the Trajectory (Div)


4th Level Glassing Beam (9th)

Ice Bayonet (Conj)


Baleful Eversion (Trans)
Sight Line (5th)

Jinx (Ench)
Bubble Shield (Evoc)
Spiritual Firearm (2nd)

Poison Gas (Necro)


Ghost Bullets (Trans)
Steam Burst (2nd)

Over Shield (Abj)


Hydraulic Beam (3rd)

2nd Level Vortex (Conj)

Cryostasis (Evoc)

Fortify (Abj)
5th Level
Ironwood Aegis (Conj)
Conjure Firing Squad (Conj)

Magnetize (Trans)
Sight Line (Evoc)

Obfuscate (Illu)

Rust Shut (Trans)


6th Level
Shackles of Pain (Necro)
Chromatic Wave (Evoc)

Spiritual Firearm (Evoc)

Steam Burst (Evoc)

Wall of Denial (Abj)

45
Averer's Awakening Black Bullet
7th-level transmutation Necromancy cantrip
Casting Time: 8 hours Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (a precious gem worth 5000 gp, that Components: V, S
the spell consumes) Duration: Instantaneous
Duration: Instantaneous You conjure and fire a tiny, black orb that clings to its target
After spending the casting time tracing magical pathways like a leech, draining some of its vital force. As part of the
within a precious gemstone, you touch a construct or plant action used to cast this spell, you must make a ranged attack
that is Huge or smaller. The target must have either no with a firearm within the spell's range, otherwise the spell
Intelligence score or an Intelligence of 4 or less. The target fails. On a hit, the target takes 1d4 necrotic damage, and the
gains an Intelligence of 10. The target also gains the ability to bullet clings to the target's body until it can be removed.
speak one language you know of your choosing. If the target If a bullet is attached to a creature, it takes 1d4 necrotic
is a plant, it gains the ability to move its limbs, roots, vines, damage at the start of each of its turns. Any creature can
creepers, and so forth, and it gains senses similar to a remove a bullet attached to a creature by spending its action
human's. Your GM chooses statistics appropriate for the to do so; alternatively, a target affected by a bullet can cause it
awakened plant, such as the statistics for the awakened to wither away by succeeding a Constitution saving throw at
shrub, the awakened tree or grove guardian. the end of its turn.
The awakened construct or plant retains the loyalties it This spell's damage on subsequent turns increases by 1d4
held before awakening, but is now more capable of following when you reach 5th level (2d4), 11th level (3d4), and 17th
orders or making its own decisions. If the construct or plant level (4d4).
is already under the influence of an enemy, awakening it does
not change its predilection towards you or your allies, and it Blood-Lightning Bullet
may act in a hostile manner. Transmutation cantrip
Casting Time: 1 action
Baleful Eversion Range: Touch
4th-level transmutation Components: S, M (a firearm)
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet As part of the action used to cast this spell, you must make a
Components: S, M (a wishbone) ranged attack with a firearm against one creature within the
Duration: Instantaneous spell's range, otherwise the spell fails. On a hit, the target
With a burst of transforming energy and a squelch of blood, suffers the attack's normal effects, and blood-red lightning
you turn a creature you can see within range inside out, then leaps from the target to a different creature of your choice
immediately back to its previous form. The sudden inversion that you can see within 5 feet of it. The second creature takes
of their body is painful and disorienting, but causes no lasting lightning damage equal to your spellcasting ability modifier.
damage. This spell's damage increases when you reach higher
The creature must make a Constitution saving throw. On a levels. At 5th level, the ammunition deals an extra 1d8
failed save, it takes 6d8 necrotic damage and becomes lightning damage to the target, and the lightning damage to
stunned until the start of its next turn. On a success, it takes the second creature increases to 1d8 + your spellcasting
half as much damage on a success and isn't stunned. ability modifier. Both damage rolls increase by 1d8 at 11th
level and 17th level.
Barlow's Warning Shot
1st-level illusion Bubble Shield
Casting Time: 1 action 4th-level evocation
Range: 60 feet Casting Time: 1 action
Components: M (a spent shell casing) Range: Self (5-foot radius)
Duration: Instantaneous Components: M (an iron bowl, a leather strap from a shield)
A creature within range suddenly hears a gunshot whiz just Duration: 1 minute
overhead, compelling it to get out of the way for its own You create a static, impenetrable shield in a 5-foot radius
safety. The creature must succeed a Wisdom saving throw or around yourself for the duration of the spell. Any creatures
immediately use its reaction to fall prone. A creature that has can enter and exit the shield freely.
already used its reaction or cannot take its reaction is Attacks, spells, and damaging effects originating from
unaffected by this spell. outside of the shield cannot affect anything inside the shield,
as they either bounce off of it or are harmlessly deflected
away. By the same token, creatures outside of the shield
cannot target anything inside the shield with an attack, spell,
or ability.
The same is true for attacks, spells, abilities, and effects
within the shield attempting to target or affect anything
outside of it.

46
Card Throw Conjure Firing Squad
Conjuration cantrip 5th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 90 feet
Components: V, S Components: S, M (any piece of nonmagical ammunition)
Duration: Instantaneous Duration: Instantaneous
You conjure and then throw a magical card that is filled You place a piece of ammunition on the ground, pointing it
with energy. Roll a d6 to determine the color of the card, then towards an enemy. As you do, a number of vaguely humanoid
make a ranged spell attack against the target. On a hit, the shapes carrying spectral rifles appear, taking aim and firing
target takes damage based on the color of the card: on your wordless command.
d6 Result Color Damage Type Choose a creature within range. As you do, ten spirits
appear and form a line facing the opponent, spreading out to
1 Red Fire your left and right, leaving you in the center. The line of
2 Orange Acid spirits spreads out to fill a space as wide as 20 feet (10 feet
on each side of you); however, the spirits are unaffected if
3 Yellow Lightning there is not enough room for them all. The spirits are
4 Green Poison intangible and cannot be interacted with.
5 Blue Cold The spirits all fire their rifles a single time before
disappearing, forcing the target to make a Dexterity saving
6 Violet Psychic throw. The target takes 10d6 piercing damage on a failed
save, or half as much damage on a successful one.
On a roll of 1-5, the amount of damage the target takes is
equal to 1d6 + your spellcasting ability modifier. On a roll of Conjure Flak Jacket
6, the target takes 1d6 damage, then must succeed on a 1st-level conjuration
Constitution saving throw or become blinded until the end of Casting Time: 1 minute
its next turn. Range: Touch
The spell creates more than one card when you reach Components: V, S, M (a chip of ceramic)
higher level: two cards at 5th level, three cards at 11th level, Duration: 8 hours
and four at 17th level. You can direct the cards at the same
target or at different ones. Make a separate attack roll and d6 You touch a willing creature who isn't wearing armor. Wisps
roll for each card. of shadow material pulled from the Shadowfell form and knit
themselves into a tough, yet light and flexible vest, fitted
Chromatic Wave perfectly to the creature. The vest is considered light armor
6th-level evocation with ballistics resistance (BR 3), though proficiency with it is
Casting Time: 1 action not required to use it. While wearing the armor, a creature's
Range: Self (30-foot radius) base AC becomes 12 + its Dexterity modifier. The spell ends
Components: V if the creature doffs the armor or if you dismiss the spell as
Duration: Instantaneous an action.
You charge up and release a wave of magical energy charged Create Fuel
with elemental power. 3rd-level conjuration
Choose two damage types from either acid, cold, fire, Casting Time: 1 action
lightning, poison or thunder. Each creature you choose within Range: 10 feet
30 feet of you must make a Dexterity saving throw. On a Components: V, S
failed save, a creature takes 5d6 damage of the first chosen Duration: Instantaneous
type, 5d6 damage of the second chosen type, and is stunned
until the beginning of your next turn. On a successful save, it You target a single vehicle within range, magically conjuring
takes half as much damage and isn't stunned. enough fuel to bring it to its maximum fuel capacity. If the
fuel source is organic material, such as the coal, wood, and oil
used to stoke the fire of a steam engine, the required amount
appears in clean, organized stacks. If the vehicle's fuel source
is nonmaterial or magical in nature, such as a battery, this
spell simply recharges that fuel source.

47
Cryobomb Daring Ditty
8th-level evocation 1st-level enchantment
Casting Time: 1 action Casting Time: 1 reaction, which you take when an ally
Range: 120 feet makes a saving throw
Components: V, S, M (a piece of dry ice and silver powder Range: 60 feet
worth 25 sp) Components: V, M (a musical instrument or speaking cone)
Duration: Concentration, 1 minute Duration: Instantaneous
A glowing bead of ice forms from your finger and shoots out You play or sing a quick little ditty for a single ally you can see
to a point within range, where it remains and grows colder within range. This spell appears to be nothing more than a
for the duration. When the spell ends, either because your song unless a creature that can hear it makes a Wisdom
concentration is broken or because you decide to end it on (Perception) check against your spell save DC to recognize
your turn, the bead breaks apart and lets out an ice storm otherwise.
that flash freezes anything near it and spreads around When your ally hears the song, they are uplifted by the
corners. Each creature within a 20-foot radius sphere magical music. You can roll a Charisma saving throw, using
centered on the point must succeed a Constitution saving your bonus to the save, and use the result in place of an ally's
throw. A creature takes cold damage equal to the saving throw to escape the effect of a spell. If an enemy
accumulated damage and is paralyzed for a number of recognized the song as magical with a successful Perception
rounds equal to the accumulated number on a failed save. If a check, you have disadvantage on this roll.
creature succeeds the save, it takes half as much damage and Your ally must be able to hear you to receive the benefit of
is not paralyzed. A creature can remake the Constitution this spell.
saving throw at the end of each of its subsequent turns in At Higher Levels. When you cast this spell using a spell
order to end the paralysis. slot of 2nd level or higher, the spell affects one additional ally
This spell's base damage is 8d6 and its base paralysis time for each slot level above 1st. When you do, you make one
is 1 round. If at the end of your turn the bead has not yet Charisma saving throw and use it for all creatures affected by
detonated, the damage increases by 1d6 and the paralysis this spell.
increases by 1 round.
If the glowing bead is touched before the interval has Echolocate
expired, the creature touching it must make a Dexterity 1st-level divination
saving throw. On a failed save, the spell ends immediately, Casting Time: 1 action
causing the bead to explode in a freezing storm of ice. On a Range: Self (10-foot-radius sphere)
successful save, the creature can throw the bead up to 40 Components: S, M (the preserved vocal cords of a bat)
feet. When it strikes a creature or a solid object, the spell Duration: Instantaneous
ends, and the bead explodes. The cold freezes objects in the
area and puts out nonmagical flames. A harmless wave of energy pulses outwards from your
location out to 10 feet. The wave traces across the floor and
Cryostasis stops when it hits a solid obstacle or a creature, bouncing
2nd-level evocation back to you and revealing the precise location of the obstacle.
Casting Time: 1 action Since the wave bounces off of solid objects and doesn't go
Range: 30 feet around corners, creatures behind cover remain undetected
Components: S, M (a drop of water and fine dust) by this spell. Invisible objects and creatures, however, are
Duration: Instantaneous detected. Though they still remain invisible, your knowledge
of their position provides enough help that the next melee
You choose one creature within range. You close your fist and attack made by you or one of your allies against that creature
flash freeze the air around them in an attempt to lock their does not need to be made at disadvantage. This benefit is lost
joints up and freeze them in place. The creature must at the start of the invisible creature's next turn.
succeed a Constitution saving throw. On a failed save, it takes At Higher Levels. When you cast this spell using a spell
2d6 cold damage and has its movement speed reduced to 0 slot of 2nd level or higher, the radius of the sphere increases
for 1 minute. At the end of each of its subsequent turns, the by 5 feet per slot level above 1st. When you cast this spell
creature can remake the saving throw in order to end the using a spell slot of 6th level or higher, the wave goes around
spell's effects on itself. corners and thus can detect creatures behind cover.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d6 for
each slot level above 2nd.

48
Efficaciousness Fortify
3rd-level transmutation 2nd-level abjuration
Casting Time: 1 minute Casting Time: 1 action
Range: Touch Range: Touch
Components: M (a few drops of machine oil) Components: S, M (a pot of red clay and a handful of earth)
Duration: 4 hours Duration: Concentration, 1 minute
For the duration of the spell, a machine or construct you You draw runes onto the skin and clothing of a willing
touch runs as if it is in perfect working order, ignoring such creature. The runes glow with protective magic that wards
trifles as broken parts, worn gears, or the laws of physics and them from debilitating effects. The first time the target would
magic. Additionally, physical flaws such as dents and be subjected to the paralyzed, petrified, prone, restrained, or
scratches fade, making the device look like it is brand new. stunned condition due to an attack, spell, or effect, if it is not
If you target a living construct with this spell, it gains at 0 hit points, it ignores that condition instead, and the spell
temporary hit points equal to its current hit points for the ends.
duration of the spell.
The spell even allows machines that were improperly Ghost Bullets
constructed in the first place to work, though the duration of 4th-level transmutation
the spell in such cases is reduced to 1 hour. Additionally, such Casting Time: 1 action
a machine may catastrophically fail once the spell's duration Range: Self
wears off. Components: V, S, M (pieces of nonmagical ammunition)
If you attempt to cast this spell on a machine or construct Duration: 1 hour
already under the effects of efficaciousness, the target
immediately breaks down and ceases functioning. A By speaking an eerie incantation, you transform up to four
construct targeted this way takes damage equal to the nonmagical bullets in your inventory into ethereal projections
amount of temporary hit points it gained from the first that pass through inorganic material.
casting. When making a ranged attack using one of these bullets,
the target's AC is equal to 10 + its Dexterity modifier,
Find the Trajectory regardless of any cover it has or any armor it is wearing. If it
1st-level divination (ritual) isn't wearing armor and has a racial or class feature that
provides a different formula for calculating AC such as
Casting Time: 1 minute Unarmored Defense, it can use that AC calculation instead.
Range: Self Because of the ethereal nature of these bullets, they are
Components: V, S, M (a handful of white dust or powder) particularly good at striking creatures that do not have a
Duration: Concentration, 10 minutes physical form. An attack made with one of these bullets deals
You mystically sharpen your eye and your mind, able to double damage to ghosts, spirits, and other creatures without
analyze the aftermath of firefights with ease. a physical body, such as those that have the Incorporeal
For the duration, you can touch a bullet hole in a structure Movement feature.
or a bullet wound on a person and discover where the round However, since they pass through inorganic material,
was fired from. If you spend an additional minute constructs are not affected by these bullets, and attacks made
concentrating on one particular impact site, you can against them with these bullets automatically miss.
determine the type of firearm used to fire the bullet. If you The spell's magic ends on a bullet after it is fired, or fades
concentrate on the same impact site for the spell's full from it once the spell's duration is complete.
duration, you can obtain a vague sense of the shooter's race,
gender, and height, as well as gaining enough familiarity with
the shooter's weapon to be able to use locate object or similar
spells to find it.
Forceful Bullet
Transmutation cantrip
Casting Time: 1 action
Range: Touch
Components: M (a firearm and a piece of its ammunition)
Duration: 1 round
The bullet you touch is loaded into a firearm, where it is fired
with excessive force. The next time a ranged weapon attack is
made with that firearm, if the attack hits, add a d6 to the
damage roll. If the firearm has the reload property, this attack
counts as two attacks towards its reload count.
The spell's magic fades if the firearm is not used to attack
before your next turn.
The damage die improves to a d8 at 5th level, a d10 at 11th
level, and a d12 at 17th level.

49
Glassing Beam
9th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: S, M (a focusing lens, glow worm powder, an
emerald worth 5,000 gp that is consumed when the spell is
cast)
Duration: Concentration, up to 10 minutes
You call upon a mighty, destructive beam of magical force to
destroy your enemies and burn the earth around them until
its surface is but glass.
Choose a point within range. You summon forth a large,
white-orange pulsating beam in a 30-foot-radius, 50,000-foot-
high column centered on that point. Creatures that start their
turn within that area or enter it for the first time take 5d10
fire damage, 5d10 force damage, 5d10 necrotic damage, and
5d10 radiant damage. After two rounds, the beam turns the
surface struck by it into cracked and jagged glass, destroying
plants and objects that aren't being worn or carried. This
turns the area into difficult terrain that is extraordinarily
painful to cross. Any creature that moves more than half its
speed on this terrain takes 2d10 piercing damage. Structures
hit by this beam take double the damage from this spell.
You must use your action to maintain the beam; if you fail
to do so, your concentration on the spell immediately ends.
While you are doing so, your movement speed is 0 and you
have disadvantage on Dexterity saving throws. You can use
your bonus action to move the beam up to 20 feet in any
direction.
Hydraulic Beam
3rd-level evocation
Casting Time: 1 action
Range: Self (30-foot long, 15-foot wide line)
Components: V, S, M (a drop of water)
Duration: Instantaneous
You project a large jet of water from your hand or an object
you are holding or carrying. The beam shoots forth from you
in a 30-foot long, 15-foot wide line in a direction of your
choosing. Creatures within the line must make a Strength
saving throw. On a failed save, a creature takes 6d6
bludgeoning damage and is knocked prone. On a successful
save, it takes half as much damage and isn't knocked prone.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 for
each slot level above 3rd.
Ice Bayonet
1st-level conjuration
Casting Time: 1 action
Range: Touch
Components: S, M (a piece of ice and a two-handed firearm)
Duration: 1 minute
You create a shard of ice at the end of the barrel of a rifle,
musket, blunderbuss, or shotgun you touch. For 1 minute,
you can use this firearm as a finesse melee weapon that deals
1d6 piercing damage and 2d6 cold damage on a hit.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the cold damage increases by 1d6
for each slot level above 1st.

50
Instant Cover Magnetize
Abjuration cantrip 2nd-level transmutation
Casting Time: 1 reaction, which you take when either you or Casting Time: 1 action
a creature you can see within range is targeted by a non- Range: 30 feet
magical attack Components: S, M (a small bar magnet)
Range: 10 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a pinch of brick or mortar dust) Choose a creature you can see within range. A unwilling
Duration: Instantaneous creature may make a Constitution saving throw to resist this
You cause a shimmering wall of force — 3 feet tall, 5 feet spell. You affect the magnetic field surrounding that creature
wide, and 1 inch thick — to spring up in an instant, in one of two ways:
interposed between the source of the triggering attack and Attraction. Melee and ranged weapon attacks made
either yourself or a creature you can see. The wall provides against the creature deal an additional 1d4 force damage,
half cover against the triggering attack before immediately provided the weapon used is made of metal.
dissipating. Repulsion. When a melee or ranged weapon attack from
When you reach 11th level, the wall's protection improves, a weapon made of metal hits the creature, roll 1d4 and
providing three-quarters cover before dissipating. reduce the damage dealt by the result.
Ironwood Aegis At Higher Levels. When you cast this spell using a spell
2nd-level conjuration slot of 3rd level or higher, the damage dealt by attacks is
Casting Time: 1 bonus action increased or reduced by an additional 1d4 for every two slot
Range: Self levels above 2nd.
Components: V, S
Duration: 1 hour Mindrending Bullet
Your body becomes suffused with nature's power, granting a Enchantment cantrip
fighting chance against improving technology. You gain Casting Time: 1 action
ballistics resistance (BR 1) for the duration of the spell. This Range: 60 feet
applies even if you are not wearing armor. Components: V
At Higher Levels. When you cast this spell using a spell Duration: Instantaneous
slot of 4th level or higher, the ballistics resistance increases Your words blend with the gun's loud retort, creating a
to BR 2. When you use a spell slot of 6th level or higher, the noise that pierces through the target's psyche. As part of the
ballistics resistance increases to BR 3. action used to cast this spell, you must make a ranged attack
with a firearm within the spell's range, otherwise the spell
Jinx fails. On a hit, the damage dealt by the attack is psychic
1st-level enchantment instead of the normal damage type.
Casting Time: 1 reaction, which you take when a creature This spell's damage increases when you reach higher
hits you with an attack levels. At 5th level, the attack deals an extra 1d4 psychic
Range: 90 feet damage to the target. This increases by 1d4 at 11th level
Components: V, S (2d4), and 17th level (3d4).
Duration: Concentration, up to 1 hour
Obfuscate
You place a vengeful curse on a creature as it attacks you. 2nd-level illusion
This curse wracks their minds whenever they attempt to Casting Time: 1 action
strike you. When this spell is cast, and for the duration of the Range: Touch
spell, whenever the cursed creature targets you with an Components: V, S, M (tiny gears, pieces of copper wire, and
attack, it takes 1d4 psychic damage. As a bonus action during a chip of glass)
your turn or if the cursed creature is killed, you can move this Duration: 24 hours
curse to a new target.
You place an illusion on an inanimate object you touch that
isn't being carried or worn by another creature, causing it to
appear far more complex that it should be, plated with brass
and covered with buttons, levers, and meaningless indicators.
The illusory controls can be interacted with, but serve no
function. Any physical controls on the item are disguised to
look like the illusory controls. As a result, the item is
incredibly difficult and unwieldy to use.
Any ability checks or attack rolls made to use the item, or
even to discern its function, are made at disadvantage.
If you cast this spell on the same object every day for 30
days, the illusion lasts until it is dispelled.

51
Over Shield Quick Load
4th-level abjuration 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Touch
Components: M (A vial of iron powder in an oil suspension) Components: V, S, M (a firearm and at least one piece of
Duration: Concentration, up to 1 minute nonmagical ammunition)
You channel your protective magics to improve the defensive Duration: Instantaneous
capabilities of a creature within range, creating a tightly- You touch a firearm belonging to a willing creature and a
knitted barrier over their entire body. number of pieces of nonmagical ammunition equal to the
A creature you choose within range gains 2d4 temporary firearm's reload count. The ammunition disappears into time
hit points. Additionally, choose either acid, cold, fire, lightning, and space in order to appear later. The next time the gun
or thunder damage. The creature gains resistance to the must be reloaded, the affected bullets appear inside the
chosen damage type. firearm, automatically reloading it.
Both the temporary hit points and the resistance are lost
when you lose concentration on the spell. Rime Fang
At Higher Levels. When you cast this spell using a spell 3rd-level conjuration
slot of 5th level or higher, increase the temporary hit points Casting Time: 1 action
granted by the spell by 1d4 per slot level above 4th. Range: Touch
Components: S, M (a piece of ice, ingested as the spell is
Poison Gas cast)
1st-level necromancy Duration: Instantaneous
Casting Time: 1 action Sharp shards of ice fill your mouth, giving the appearance of
Range: 90 feet vampire teeth as you lash out at your enemy. Make a melee
Components: V, S, M (a pinch of nightshade) spell attack against the target. If the attack hits, the target
Duration: Concentration, 1 minute takes 3d8 cold damage and must make a Constitution saving
You toss a small green orb at a point you choose within range throw. On a failed save, the creature gains one level of
that explodes into a toxic cloud. This cloud starts as a 10-foot exhaustion.
square centered on the point and expands 5 feet in each At Higher Levels. When you cast this spell using a spell
direction every round to a maximum of a 30-foot square. Any slot of 4th level or higher, the cold damage increases by 1d8
creature that starts its turn within the cloud or enters its area per slot level above 3rd.
for the first time must succeed on a Constitution saving
throw or be poisoned for 1 minute. A creature poisoned by Rotting Shot
this spell takes 1d6 poison damage at the start of each of 3rd-level necromancy
their turns until the effect ends. At the end of its turn, the Casting Time: 1 bonus action
creature can make another Constitution saving throw in Range: Self
order to end the poison effect on itself. Components: V, S, M (a piece of mundane ammunition)
This spell does not affect creatures that are immune to Duration: Instantaneous
poison damage or the poisoned condition, nor does it affect
creatures have already been poisoned. You infuse your next shot with a foul, strength sapping energy.
A strong wind disperses this cloud after 4 rounds. If the next ranged weapon attack you make hits, the target
At Higher Levels. When you cast this spell using a spell takes 1d8 necrotic damage and must make a Constitution
slot of 2nd level or higher, the damage dealt by the poison saving throw. On a failed save, they take an additional 1d8
increases by 1d6 for each slot level above 1st. necrotic damage and have disadvantage on Strength ability
checks and saving throws for the next minute.
Power Word Blind At Higher Levels. When you cast this spell using a spell
7th-level enchantment slot of 3rd level or higher, the initial necrotic damage
Casting Time: 1 action increases by 1d8 for each slot level above 2nd.
Range: 60 feet
Components: V
Duration: Instantaneous
You speak a word of power, causing an inky black miasma to
fill the vision of a single target you can see within range. If the
target has 150 hit points or fewer, it is blinded. Otherwise, the
spell has no effect.
The blinded target must make a Constitution saving throw
at the end of each of its turns. On a successful save, this
effect ends.

52
Rust Shut Sight Line
2nd-level transmutation 5th-level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: 500 feet
Components: S, M (a metal bolt and a drop of water) Components: S, M (a ruby worth 100 gp)
Duration: Until dispelled, see below Duration: Concentration, 1 minute
You cause a metal joint to build up with corrosion, rendering A bright red pinpoint of light appears on the body a creature
it difficult to move. When you cast this spell, choose a metal you can see within range, targeting one of its vital areas. For
object or construct within range. the duration of the spell, ranged weapon attacks made
Object. You target a moving metal joint, such as the hinge against that creature have advantage, as long as the attack is
of a door or a metal lock. The spell causes the metal to rust, made within the maximum range of the weapon used to
requiring significant effort to break loose. The rusted joint make the attack.
can be forced open using a Strength check against your spell At the start of the creature's turn, it can make a Perception
save DC or a grease spell targeting the area where the joint is check against your spell save DC to notice the dot. Once it
located. Once the joint is broken, the spell ends. does, it can use its action to make a Dexterity saving throw to
Construct. The construct you target must make a move out of the way of the light, ending the spell on a
Constitution saving throw. On a failed save, the creature is successful save.
restrained. While restrained this way, it can make a Strength
(Athletics) check against your spell save DC at the start of Spiritual Firearm
each of its turns, ending the spell on a success. 2nd-level evocation
Casting Time: 1 bonus action
Searing Smoke Range: 60 feet
3rd-level transmutation Components: V, S
Casting Time: 1 action Duration: 1 minute
Range: 30 feet You create a floating, spectral firearm within range that lasts
Components: V, S, M (a container of sulfur) for the duration or until you cast this spell again. When you
Duration: 1 minute cast this spell, choose between a pistol, a rifle, and a shotgun.
You throw sulfur into the air and convert it to a gaseous cloud The chosen weapon appears in a space within range and
that surrounds a point you choose within range. The cloud makes a single attack, as detailed below:
occupies a 20-foot-radius sphere centered on the chosen
point. A creature that starts its turn within the cloud or enters Pistol. The pistol fires once at a single target. Make a
its area for the first time must make a Constitution saving ranged spell attack against a creature within 40 feet of it
throw, taking 2d8 fire damage and 2d8 acid damage on a the pistol; on a hit, the creature takes 1d8 piercing
failed save, or half that much damage on a successful one. A damage.
strong wind disperses this cloud after 4 rounds. Rifle. The rifle fires a round that shoots through a 90-foot
At Higher Levels. When you cast this spell using a spell line in front of it, pointed in a direction you choose. Each
slot of 4th level or higher, the fire and acid damage each creature within that line must make a Dexterity saving
increase by 1d8 for each slot level above 3rd. throw, taking 1d8 piercing damage on a failed save or half
as much on a success.
Shackles of Pain Shotgun. The shotgun's blast hits each creature within a
2nd-level necromancy 30-foot cone in front of it, pointed in a direction you
choose. Each creature in the area must make a Dexterity
Casting Time: 1 action saving throw, taking 1d6 bludgeoning damage on a failed
Range: 40 feet save or half as much on a success.
Components: V, S, M (a small silver chain worth at least 5 gp
and a fresh drop of your own blood) As a bonus action on your turn, you can move the weapon
Duration: Concentration, 1 minute up to 20 feet and make another attack with it.
As you speak this incantation, a glowing red chain emerges At Higher Levels. When you cast this spell using a spell
from your chest, lashing out like a snake at your target to bind slot of 3rd level or higher, the damage increases by one
your essences together. Choose a creature you can see within damage die (1d8 or 1d6) for every two slot levels above 2nd.
range. An unwilling creature can make a Constitution saving
throw to avoid this spell's effects. On a successful save, the
chain misses and the spell ends. On a failed save, the chain
attaches to the creature's body. It is ethereal and does not
restrict movement, but while it is attached, whenever you take
damage, the creature takes the same amount of damage.
At the end of each of the attached creature's turns for the
duration, it can try to remove the chain by retrying the
Constitution saving throw. On a successful save, the chain is
removed and the spell ends.

53
Spontaneous Combustion Vortex
3rd-level transmutation 4th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self (20-foot-radius sphere) Range: 90 feet
Components: V, S, M (a match coated with rendered animal Components: S, M (an amethyst worth 200 gp, a ball of cast
fat) iron, a magnet and a dash of glow worm powder)
Duration: 1 minute Duration: Concentration, up to four rounds
You release a burst of energy that rapidly increases the You snap your fingers and create an arcane vortex in the
temperature of clothes and skin, causing it to instantly catch shape of a 20-foot-radius sphere centered on a point you can
fire. Choose up to five creatures you can see within 20 feet of see within range. Any creature that starts its turn within the
you. Each of them must make a Constitution saving throw. vortex or enters its area for the first time takes 2d10 force
On a failed save, a creature takes 3d6 fire damage and damage. The vortex is considered difficult terrain;
catches fire. On a successful save, it takes half as much additionally, creatures within the vortex cannot take the Dash
damage and does not catch fire. action. Any creature attempting to leave the vortex's area
While on fire, a creature takes 1d6 fire damage at the start must succeed a Strength saving throw. On a failed save, they
of each of its turns. This fire cannot be extinguished normally, are unable to use their movement to leave the vortex's area
but the creature can retry the Constitution saving throw at for the rest of their turn.
the end of each of its turns, putting itself out on a successful Any creature that starts its turn within 5 feet of the vortex
save. must succeed a Strength saving throw or be pulled into an
At Higher Levels. When you cast this spell using a spell unoccupied space within its boundaries. If there is no
slot of 4th level or higher, the initial damage and subsequent unoccupied space in the vortex, the creature is not pulled in.
fire damage each increase by 1d6 for each slot level above The vortex dissipates harmlessly if you do not maintain
3rd. concentration on this spell for the full duration. However, at
the start of your turn on the fourth round, the spell ends as
Steam Burst the vortex implodes, releasing a massive amount of arcane
2nd-level evocation energy. Anyone within the vortex's area when this happens
Casting Time: 1 action must make a Dexterity saving throw. On a failed save, a
Range: Self (10-foot cube) creature takes 4d10 force damage and is knocked prone. On
Components: M (a vial of water) a successful save, it takes half as much damage and is not
Duration: Instantaneous knocked prone.
You cause a blast of superheated steam to form in an area Wall of Denial
filling a 10-foot cube in front of you. The steam scalds and 2nd-level abjuration
burns each creature within the area, forcing them to make a Casting Time: 1 action
Dexterity saving throw. On a failed save, a creature takes 4d6 Range: 10 feet
fire damage and must succeed an additional Constitution Components: V, S, M (a small pane of glass and a smear of
saving throw or gain one level of exhaustion, as the steam red paint)
burn causes damage to internal organs. This level of Duration: Concentration, up to 1 minute
exhaustion is removed once the creature has any amount of
hit points restored. You summon a 10-foot-wide, 10-foot-tall, and 1-inch-thick wall
On a successful Dexterity saving throw, a creature takes of magical force that extends from a point you choose within
half as much fire damage and doesn't have to make the range. Before you cast the spell, choose any number of
Constitution save. creatures you can see. The chosen creatures may walk
through the wall unimpeded. Anyone else must make a
Tailwind Strength saving throw, passing through on a successful save.
3rd-level conjuration On a failed save, a creature is forced to stop and cannot use
Casting Time: 1 bonus action its movement to attempt to move past the wall for the rest of
Range: Self (60-foot long, 20-foot wide line) its turn.
Components: V, S The wall can be attacked and destroyed to allow movement
Duration: Concentration, 1 minute through it. Each 5-foot-square section of the wall has AC 10
and 15 hit points. Reducing a section of the wall to 0 hit
The air whips about you, causing a strong air current to form. points causes that section to dissipate, though the rest of the
A gust of wind fills the air in a 60-foot line that is 20 feet wall remains standing for the duration.
wide, originating from you. Ranged attacks from weapons At Higher Levels. When you cast this spell using a spell
other than firearms within this area are made with a +2 slot of 3rd level or higher, the width of the wall increases by
bonus to attack rolls and damage, as long as they are made in 10 feet for each slot level above 2nd. When you cast this spell
the same direction as the blowing wind. using a spell slot of 5th level or higher, you can also choose to
While concentrating on this spell, you can use your bonus form the wall into a hemisphere with a radius of 10 feet.
action to change the direction of the line of wind.

54
Warp Metal
3rd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You grasp a piece of nonmagical metal such as a sword or a
piece of armor and alter its rigid structure, shifting it in your
fingers as if it were clay.
If the object you touch is an inanimate object that isn't
being worn or carried, you can create a dent or hole in the
object up to six inches across in any dimension.
This distortion reduces the effectiveness of metal weapons
and armor, weakening their physical structure. If you target a
melee weapon with this spell, it deals half its normal damage.
If you target a piece of armor, roll 1d4 and apply the result as
a penalty to the AC granted by the item. If you target a shield,
it only provides a +1 bonus to AC, instead of any other bonus
it would provide. Any item with ballistics resistance loses it
for the duration of the spell.
If the object you touch is being held or carried by a
creature, it can make a Dexterity saving throw to shift the
object out of your grasp. If the creature is wearing the object,
such as a piece of armor, the creature has disadvantage on
this saving throw.

55
Weapons and Armor
Firearms Firearm Properties
In order to put guns in a campaign in a way that makes them The following properties will not be featured universally on
more than just reskinned bows, here are a list of basic rules every firearm and will vary from gun to gun.
for firearms for Dungeons and Dragons. Automatic. Automatic firearms can make a separate attack
that releases a salvo of bullets per pull of the trigger. As an
action, you can force any creatures of your choice in a 25-foot
General Rules square centered on a point within your gun's maximum range
These are universal rules for every gun found in this book. to make a Dexterity saving throw, taking the gun's automatic
Akimbo. If you are proficient with firearms or ranged damage (listed in parentheses) on a failed save, or half as
weapons and are wielding two light firearms or ranged much damage on a success. This action subtracts rounds
weapons, after you fire one, you can use a bonus action to from your gun equal to the number of creatures affected.
attack with another light firearm you are holding. You don't Additionally, guns with the automatic property always
add your ability modifier to the damage of the bonus attack, expend six rounds per attack.
unless that modifier is negative.
Misfire (Optional Rule). This rule is made only for games Automatic Save DC (Not Proficient) = 12
where firearms are prominent, and you wish to emphasize Automatic Save DC (Proficient) = 8 + your proficiency
inferiority of primitive firearms. These rules only apply to bonus + your Dexterity modifier
them in this instance. Bayonet. These firearms are built with a blade that can be
If you make an attack roll and the roll matches or is lower used for a melee attack. The damage and any other
than a firearm's misfire number (excluding bonuses), your properties of the weapon when used in melee are listed in
gun jams. You cannot make an attack with it again until you parentheses. You are not considered proficient in melee
spend an action to clear the chamber. Your firearm's misfire attacks made with a bayonet unless you are proficient with
number then goes up by 1, to a maximum of 10. You can improvised weapons.
spend 1 minute and make a Dexterity (Tinker's tools) or Bolt-Action. When using a bolt-action firearm, you can fire
Intelligence (Tinker's tools) check equal to DC 10 + your only one piece of ammunition from it when you make an
gun's misfire number to reduce your gun's misfire number attack with it, regardless of the number of attacks you can
back to the original misfire number. normally make. After making an attack with this weapon, you
Primitive Guns (Optional Rule). In games where firearms must use an action or bonus action to clear the spent
are prominent, you can use this optional rule. Primitive cartridge from the weapon before you can fire it again.
Firearms with the flawed property are not properly built for Burst Fire. Burst fire firearms are able to make a special
extended combat. If you make more than two attacks with attack that releases a stream of multiple bullets. As an action,
these weapons in a single round, the firearm's misfire number you can force up to 6 creatures of your choice in a 15-foot
goes up by 1, to a maximum of 10. square centered on a point within your gun's maximum range
Reload & Long Load. The reload and long load properties to make a Dexterity saving throw, taking your gun's burst fire
specify the number of attacks that can be made with the damage (listed in parentheses) on a failed save, or half as
weapon before it runs out of ammunition. After making the much damage on a success. This action subtracts rounds
number of attacks specified by the gun's reload/long load from your gun equal to the number of creatures affected, to a
number, you must reload the weapon using ammunition on maximum of 6.
hand before it can be used again. Additionally, guns with the burst fire property always
Ranged weapons with the reload property must be expend 3 rounds per attack.
reloaded using an action or bonus action. Ranged weapons
with the long load property take an action to reload its Burst Fire Save DC (Not Proficient) = 12
ammunition. Burst Fire Save DC (Proficient) = 8 + your proficiency
If you wield two light ranged weapons with the reload bonus + your Dexterity modifier
property, you can reload them both at once as an action Bulky. Firearms and ranged weapons with the bulky
during your turn. property have to be made stable via going prone or taking a
If you are wielding a light ranged weapon with the reload bonus action to stablize it in order to be fired effectively due
property in one hand and have your hand occupied by to their weight. You cannot attack more than once during
something other than another light ranged weapon with the your turn while wielding a bulky firearm.
reload property, the ranged weapon takes an action to reload. Scatter. Firearms with the scatter property have two types
Shell Loading. Firearms with the shell loading property of damage, a regular damage roll and a scatter damage roll.
must be reloaded after a certain number of attacks, just like When you make an attack roll with one of these guns against
weapons with the reload property. However, reloading must a creature, compare your attack roll to the AC of all creatures
be done by inserting each piece of ammunition in at a time. within 5 feet of the target. If your attack would hit them, deal
Fully reloading your gun this way takes an action during your the firearm's scatter damage roll to the creatures. You do not
turn. Alternatively, as a bonus action, you can reload up to add your ability score modifier to the damage of this attack,
two pieces of ammunition into the weapon. unless that modifier is negative.

56
Proficiency with Firearms
Firearms are not typical weapons. The nature of their construction and the complexity of their use and care require a special kind
of training required to become proficient with them. Unless otherwise specified by the DM, firearms count as a separate
proficiency from martial and simple weapons.
There are two types of proficiencies associated with firearms: longarms, which include Two-handed firearms, and sidearms,
which include every other kind of firearm. Sidearms can be wielded in one hand.
The general rule of a firearm using Dexterity vs. Strength depends on its weight. If the fire arm weighs 9 lbs. and under it is
considered a dexterity Weapon. If the firearm weighs 10 lbs. and over it is considered a Strength weapon.
 

Mundane Ammunition Types


Name Cost Usable with Weight  Properties
Bullets (10) 15 Colt Revolver, Magnum, Lever-Action Rifle, Single- 1 lb Piercing
gp Shot Rifles,
Fuel (10) 20 Flamethrower 6 lbs -
gp
Gundpowder & Lead 10 Arquebuses, Dragoon, Flintlock, Muskets, Pepperbox 1 lb Piercing
Ball (20) gp Wheellock Guns
Pellets Shots (20) 10 Blunderbusses, Shotguns 2 lbs Bludgeoning
gp
Slugs (10) 20 Shotgun, Sawn-Off Shotgun 3 lbs Bludgeoning (Removes the
gp scatter property)

57
Primitive Firearms
Name Damage Cost Weight  Properties
Sidearms
Derringer 1d6 piercing 250 2 lbs Ammunition (range 20/40), Flawed, Reload 2, Light, Misfire 3, Hidden
gp
Dragoon 1d8 300 4 lbs Ammunition (range 30/90), Flawed, Reload 6, Misfire 4
bludgeoning gp
Flintlock 1d8 piercing 200 3 lbs Ammunition (range 30/60), Flawed, Light, Reload 1, Misfire 4
Pistol gp
Pepperbox 2d4 piercing 450 4 lbs Ammunition (range 30/60), Flawed, Long Load 8, Misfire 6
gp
Longarms
Arquebus 2d4 piercing 200 13 lbs Ammunition (range 50/150), Flawed, Two-Handed, Long Load 1, Bulky,
gp Heavy, Misfire 4
Blunderbuss 1d10 900 7 lbs Ammunition (range 20/50), Flawed, Long Load 1, Misfire 3, Scatter (1d8)
bludgeoning gp
Musket 2d6 piercing 500 10 lbs Ammunition (range 70/200), Flawed, Two-Handed, Long Load 1, Misfire 5
gp
Wheellock 1d10 piercing 400 5 lbs Ammunition (range 40/160), Flawed, Two-Handed, Long Load 1, Misfire 2
Gun gp

Moderate Firearms
Name Damage Cost Weight  Properties
Sidearms
Colt Revolver 1d10 piercing 1,000 gp 2 lbs Ammunition (range 40/100), Reload 6, Light
Magnum 2d6 piercing 1,150 gp 3 lbs Ammunition (range 60/120), Reload 8
Sawn-Off Shotgun 3d4 bludgeoning 1,200 gp 4 lbs Ammunition (range 20/40), Reload 4, Scatter (1d6)
Longarms
Lever-Action Rifle 2d10 piercing 1,500 gp 10 lbs Ammunition (range 100/200), Two-Handed, Long Load 6
Single-Shot Rifle 3d6 piercing 1,350 gp 6 lbs Ammunition (range 150/300), Two-Handed, Reload 1
Shotgun 2d8 bludgeoning 2,000 gp 7 lbs Ammunition (range 30/60), Two-Handed, Scatter (1d8),

Shell Loading 6

For You Technophobic Plebs, Here's Some Crossbow Variants or Whatever


Name Damage Cost Weight  Properties
Martial Ranged Weapons
Repeating Crossbow 1d10 piercing 100 gp 18 lbs Ammunition (range 100/400), Heavy, Two-Handed,

Long Load 4
Automatic Crossbow 1d8 piercing 200 gp 19 lbs Ammunition (range 100/400), Heavy, Two-Handed,

Automatic (d10), Long Load 6


Reloading Hand Crossbow 1d6 piercing 350 gp 3 lbs Ammunition (range 30/120), Light, Reload 4
Flamethrower 3d6 fire 2,500 gp 45 lbs Fuel 5/50 per shot (range 15 ft. cone), Heavy, Two-Handed,

Long Load 1

58
Advanced Firearm Examples (DM's Discretion)
Name Damage Cost Weight  Properties
Sidearms
Automatic Pistol 2d6 piercing 2,100 gp 3 lbs Ammunition (range 40/120), Light, Reload 18, Automatic (6d4)
Burst Pistol 1d10 piercing 2,100 gp 3 lbs Ammunition (range 30/90), Light, Reload 15, Burst Fire (3d8)
Revolver 2d8 piercing 2,200 gp 3 lbs Ammunition (range 50/180), Light, Shell Loading 6
Hand Cannon 2d6 piercing 2,700 gp 4 lbs Ammunition (range 60/200), Heavy, Shell Loading 6
Longarms
Automatic Rifle 2d8 piercing 3,500 gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 24,

Automatic (6d6)
Burst Rifle 1d12 piercing 3,500 gp 8 lbs Ammunition (range 90/300), Two-Handed, Reload 18,

Burst Fire (3d12)


Double Barrel 2d6 2,400 gp 11 lbs Ammunition (range 90/300), Two-Handed, Scatter (1d8), Shell
Shotgun bludgeoning Loading 2 , Special
Handheld Cannon 2d12 6,500 gp 30 lbs Ammunition (range 60/200), Two-Handed, Loading 1, Bulky, Special
bludgeoning
Tesla Rifle 2d8 lightning 3,500 gp 8 lb. Ammunition (range 40/120), Burst Fire (4d6), Long Load 10, Two-
Handed
Tesla Cannon 3d12 piercing 5,500 gp 18 lbs Ammunition (range 300/1,800), Two-Handed, Long Load 4,

Bolt-Action, Heavy, Bulky


Rifleblade 1d12 piercing 5,000 gp 10 lbs Ammunition (range 90/300), Two-Handed, Reload 6, shortsword
(1d6 piercing), special
Gunlance 2d6 piercing 6,000 gp 16 lbs Ammunition (range 70/230), Two-Handed, Long Load 3,

lance (1d12 piercing), Special


Nock Gun 1d10 piercing 5,500 gp 20 lbs Ammunition (range 70/210), Two-Handed, Shell Loading 7, Bulky,
Special

Double Barrel Shotgun Special Rules


Double barrel shotguns can be fired twice per attack. When you make an attack roll with a double barrel shotgun, you can make
two attack rolls at the same creature. The second attack roll is made with disadvantage, and on a hit, you do not add your ability
score modifier to the damage of that attack, unless your modifier is negative.
Gunlance and Rilfeblade Special Rules
The gunlance and rilfeblade are equipped with firearms built into the weapon itself giving each the ability to be fired similarly to a
firearm. If either is fired within melee range you the weapon deals the melee weapon damage along with the base damage as fire
damage. After either is fired the weapon must be reloaded before it can be fired again.
Handheld Cannon Special Rules
Rather than make a regular attack with this weapon, you can use an action to fire the cannon with extreme force. The round
shoots forward in a line, which is 5 feet wide and has a length equal to half the cannon's maximum range. Each creature in that
line must make a Dexterity saving throw. The DC of this saving throw is equal to 8 + your proficiency bonus + your Dexterity
modifier. On a failed save, a creature takes 1d12 bludgeoning damage and is knocked prone. On a successful save, a target takes
half as much damage and isn't knocked prone.
Additionally, handheld cannons are considered siege weapon that has advantage on attacks against structurs and always crits
on a hit.
Nock Gun Special Rules
You can use your action to fire all 7 barrels of this gun at once. Make an attack roll with disadvantage. If you succeed, roll 7d10
piercing damage. However, the recoil from making this attack deals 7d4 bludgeoning damage to you and forces you to make a DC
10 Strength saving throw or be knocked prone.

59
Attachments (Gunsmith DC = 8 + Cost/100, Rounded Down)
Name Weight Placement Cost Properties
Attachment 1 lbs Any 100 gp Firearms can now have attachments placed on the rail.
Rails
Telescopic 1 lbs Top 500 gp Increases the normal range of a firearm by 20 feet and maximum range by
Sight 50 feet.
Longshot 2 lbs Top 700 gp Increases the normal range of a firearm by 30 feet and maximum range of
Sight the firearm by 70 feet. This attachment can only be equipped to
Glowing .5 lbs Top 400 gp +1 to attack rolls at creatures within 30 feet.
Dot Sight
Foregrip 1 lbs Bottom 300 gp Advantage on ability checks to resist being disarmed/impose disadvantage
on disarming strikes. This part can only be added to longarms.
Bipod 2 lbs Bottom + Barrel 200 gp +1 to attack rolls when prone or behind half-cover. This part can only be
added to weapons with the bulky property.
Bayonet Varies Bottom + Barrel 100 gp Adds a melee weapon to the barrel of the gun that have the light property,
giving it the bayonet property. The part's weight is equal to half the weight
of the original weapon.
Beam sight - Sides, Bottom 700 gp You can use a bonus action to mark a creature with the beam that when
activated allows you to reroll 1s and 2s on attack rolls.
Glowtorch 1 lb Sides, Bottom 500 gp Adds a magical torch that can be turned on and off as a bonus action. It
sheds bright light in a 30 foot cone and dim light in a 30 foot cone.
Canted .5 lbs Top 1,000 gp Grants the benefits of a Telescopic Sight and a Glowing Dot Sight but only
Sights one can be active at a time. You can use a bonus action switch between
each effect.
Suppressor .25 lbs Barrel 700 gp When you make an attack roll with this firearm while hidden, each creature
in a 30 foot radius must make a Wisdom (Perception) hearing check. The
DC of this check is 10 + half your attack roll. On a failed check you reamain
hidden to any creature that fails the check.
Advanced .25 lbs Barrel 1,300 gp Functions as the Suppressor attachment, except the radius for the Wisdom
Suppressor (Perception) hearing check becomes a DC 12 + half your attack roll.
Additionally 10 feet.

Attachment Rail Placement Chart


Gun Rail Placement
Primitive Firearms Top, Bottom, Barrel
Advanced and Special Firearms Top, Bottom, Sides (2), Barrel
Crossbows Top, Bottom
Rifleblades, Gunlances Top, Sides (2)

Removing And Placing Attachments


You can remove any attachment from its rail as an action during your turn, and you can place one as a bonus action.

60
Custom Parts
Name Weight  Usable with Cost Properties
Stock .5 lbs Longarms 3,000 gp Advantage on the first attack roll you make within 30 feet of you if you
use a bonus action to brace the firearm against your shoulder.
Pistol Grip - Sidearms 3,000 gp +1 to attack rolls.
Heavy Barrel 2 lbs Rifles, Carbine 4,000 gp Increases the normal range of the gun by 20 feet and the maximum
range by 30 feet. This cannot be combined with Light Barrel.
Light Barrel 1 lb Rifles, Carbine 4,000 gp Increases the normal range of the gun by 10 feet and the maximum
range by 20 feet. This cannot be combined with Heavy Barrel.
Tight Choke - Shotguns 4,000 gp Add your ability score modifier to your firearm's scatter damage. This
Barrel cannot be combined with Wide Choke Barrel
Wide Choke - Shotguns 4,000 gp The range for your firearm's Scatter damage roll is now 10 feet around
Barrel the original target. This cannot be combined with Tight Choke Barrel
Sawn Off (-3 lbs) Shotguns - Removes the two-handed property from the shotgun and changes its
Barrel classification to sidearm. Lowers the damage die and scatter damage
die by one category. (For example, a d12 die lowers to a d10.) Reduces
the shotgun's normal and maximum range by 10.
Magazine .5 lbs All firearms 7,000 gp Increases the ammunition count of longarms by 6, and increases the
Capacity reload count of sidearms by 8. If firearm has the loading property, it
loses that property and gains the reload property instead. (6 rounds for
longarms, 8 rounds for sidearms.)
Rifling - Muskets, 3,000 gp Increases the normal range by 30 feet, and the max range by 10 feet.
Flintlock Pistols, Weapon now uses rifled bullets instead of round bullets. Some firearms
Arquebuses, have this built in inherently.
Wheellock Guns
Light Frame - All Firearms 5,000 gp Reduces the firearms weight by half.
Burst - Rifles 7,000 gp Turns firearm into Burst Rifle.
Mechanism
Automatic - Rifles, Pistols 7,000 gp Turns the firearm into Automatic Rifle or Automatic Pistol.
Mechanism
Recoil - Firearms with 10,000 gp You can add your Dexterity modifier to your Automatic and Burst Fire
Compensator the Automatic damage.
or Burst Fire
Property

Applying And Removing Custom Parts


Any firearm can only have two custom parts at one time. You
must build a custom part onto the weapon in order to use it. A Note About Attachments &
Doing so takes 1 week of work (8 hours per day) and 500 gp Custom Parts
of raw materials. Dismantling a custom part takes one day of Custom parts and attachments are primarily for
work (8 hours) and 10 gp of raw materials. You must games where guns are both advanced and
dismantle a custom part to build another onto it if your gun is commonplace in your worlds. They're made to
already at its custom part limit. explicitly make them superior to more primitive
weapons. If every character in your current game is
Crafting Firearms & Firearm Parts not holding at least one gun (excluding Barbarians,
When it comes to crafting a firearm there are many nuancess Druids, or something equivalent), then it is wise to
when creating a firearm that can include. keep them out or just give those who don't wield
guns more magic items and armor to compensate.

61
Unique Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Garrote Wire 1 sp 1d4 slashing - Finesse, Light, Two-handed, Special
Riding Crop 15 sp 1d4 slashing 1 lb Light
Sap 1 gp 1d4 bludgeoning 2 lbs Finesse, Light, Hidden, Non-lethal
Cestus 5 gp 1d4 bludgeoning 1 lb Finesse, Light, Special
Brass Knuckles 10 gp 1d4 bludgeoning 2 lb Light, Hidden
Stiletto Knife 20 gp 1d4 piercing 1 lb Finesse, Light, Hidden, Thrown (20/60)
Switch Blade 30 gp 1d6 piercing 1 lb Light, Hidden
War Scythe 20 gp 1d10 slashing 6 lbs Finesse, Heavy, Two-handed
Walking Cane 100 gp 1d8 bludgeoning 4 lbs Hidden, Versatile (1d10), Special
Simple Ranged Weapons
Bola 1 gp 1d4 bludgeoning 2 lbs Light, Thrown (50/100), Special
Grenade/Mine 200-1000 gp Varies 1 lb Thrown (range 5 × Strength modifier), Special
Slingshot 5 sp 1d4 bludgeoning 1 lbs Ammunition (30/90), two-handed
Martial Melee Weapons
Buzzsaw 200 gp 2d6 slashing 15 lbs Heavy, Two-handed, Special
Claw Glove 20 gp 1d6 slashing 2 lbs Light
Cutlass 15 gp 1d8 slashing 3 lbs Finesse, Light
Boot Knife 25 gp 1d4 piercing 1 lb Hidden, Special
Ball & Chain 55 gp 1d8 bludgeoning 12 lb. Heavy, Two-Handed, Reach, Special
Sabre 35 gp 1d8 slashing 3 lbs Finesse
Estoc 35 gp 1d8 piercing 2 lbs Finesse, Versatile (1d10)
Sawtooth Sword 50 gp 2d4 slashing 4 lbs Light, Special
Chain Whip 100 gp 1d6 slashing 4 lbs Light, Reach
Gauntlet Blade 150 gp 1d4 piercing 1 lb Finesse, Light, Hidden, Special
Lightning Baton 300 gp 2d6 lightning 3 lbs Non-lethal, Special
Martial Ranged Weapons
Chakram 200 gp 1d8 slashing 4 lbs Thrown (20/60), Special

Unique Weapons Special Weapons


Modern technology is not limited to firearms. Overall Weapons with the special property, as well as items requiring
improvements in metalworking and engineering have created explanation, are detailed below.
unique items even for those who shy away from guns. Bola. Consisting of a length of cord with weights on each
end, this weapon can entangle a target. A Large or smaller
creature hit by a bola must succeed on a DC 12 Dexterity
Weapon Properties saving throw or become grappled until it is freed. A bola has
Properties not found in official material are detailed below. no effect on creatures that are formless, or creatures that are
Hidden. A weapon with the hidden property is designed to Huge or larger.
be easily concealed by the holder. If you have proficiency with A creature can use its action to make a DC 10 Strength
a hidden weapon, you also gain advantage on Dexterity check, freeing itself or another creature within its reach on a
(Sleight of Hand) checksto hide the weapon. success. Dealing 5 slashing damage to the bola (AC 10) also
Non-lethal. Weapons with this property are designed for frees the creature without harming it, ending the effect and
subdual, and always deal non-lethal damage. destroying the bola.

62
     Ball & Chain. This heavy metal chain is attached to a A creature aware of the mine after it is discovered takes
solid iron ball. It is swung through the air like a flail to deal only half damage on a failed save, or no damage on a
massive damage. For an additional 10 gp, the ball can be successful one.
switched out for a blade (slashing) or spike (piercing) . Lightning Baton. This metal rod has two sharp prongs at
Boot Knife. This spring-loaded blade is hidden on the sole its tip and is designed to subdue enemies without killing
of a heavy boot or shoe. Once you hit its hidden switch to them. With the push of a button, electricity sparks across the
deploy it (as a bonus action), it can be used as an off-hand tip of the rod.
weapon, even if you are carrying two weapons or a two- If the rod is dropped into water at least ankle-high, each
handed weapon. While it is deployed, walking is slightly creature in the water must succeed a DC 13 Constituion
difficult, and you treat normal terrain as difficult and difficult saving throw or take damage as if critically hit by this
terrain as impassable. weapon. This effect applies automatically if the target is wet.
You can re-arm the blade as an action, pushing it back into Sawtooth Sword. This serrated blade causes grievous
your boot where it remains hidden. wounds when used correctly, as its jagged edge shreds and
Buzzsaw. Consisting of a circular sawblade attached to a deepens cuts. When you make an attack with this weapon, if
handheld motor, this device is typically used to cut wooden you roll a 19 or 20 and hit, the target begins bleeding out,
planks or metal locks, but is is just as effective on flesh. taking 1d4 slashing damage at the beginning of each of its
However, using this weapon causes a great deal of noise; the turns until it takes an action to stop the bleeding.
spinning blade and roaring motor can be heard out to a Stiletto Knife and Switch Blade. These are knives with
distance of 60 feet if used outside. This distance reduces to spring-loaded blades. Small, easy to conceal... and illegal in
30 feet if you use this weapon indoors. many cities.
Cestus. This is a heavy, padded glove that covers the Walking Cane. This seemingly normal cane is actually a
wielder from mid-finger to mid-forearm. It is made of leather clever and elegant hidden sheath for a blade. The blade can
or thick cloth and reinforced with metal plates over the be unsheathed as part of the action used to attack with this
fingers. weapon. This blade functions as a mundane rapier or dagger
A monk wielding a cestus can add its damage to thier (depending on the construction of the cane).
unarmed strikes, and it counts as a monk weapon for them.
Chakram. This circular, sharp bladed disc is unique, even
as far as uncommon weapons go. It can be used for melee Grenade Variations
attacks or thrown. When it is thrown, it returns to its thrower, Blight Grenade/Mine : (600 gp, Craft DC 16)

and must be caught using a bonus action. 2d6 necrotic, 20-ft. cube
Garrote Wire. This length of thin, sharp wire can only be Concussion Grenade: (400 gp, Craft DC 14)

used on a Medium or Small creature while the user has 4d6 thunder, 20-ft. sphere, non-lethal
advantage on the attack roll. On a hit, the target takes 1d4 Corrosive Grenade/Mine: (400 gp, Craft DC 14)

slashing damage and is grappled. Until the grapple ends, the 2d6 acid, 10-ft. cylinder
Drake Grenade/Mine: (700 gp, Craft DC 17)

target cannot breathe, and allies has advantage on attack 3d6 fire, 10-ft. cube
rolls against the target. Flash Grenade: (300 gp, Craft DC 13)

Gauntlet Blade. This weapon, invented by a secret 4d6 radiant, 30-ft. sphere, non-lethal
organization, appears to be simple ornate leather bracer. Frag Grenade/Mine: (200 gp, Craft DC 12)

However, when the wielder presses a secret switch, deploying 3d6 piercing, 20-ft. cube
a blade. The same switch retracts the blade, hiding it from Frost Grenade/Mine: (500 gp, Craft DC 15)

view as a bonus action. 3d6 cold, 20-ft. cube


While the blade is deployed, you cannot hold anything in Gas Grenade: (600 gp, Craft DC 16)

your hand. 2d8 poison, 20-ft. sphere


Grenades and Mines. These small handheld explosives Pressure Grenade/Mine: (800 gp, Craft DC 18)

are used by throwing them as an action. Choose a point 2d8 force, 10-ft. cube
anywhere within a maximum distance of 5 times your Shock Grenade/Mine: (1000 gp, Craft DC 20)

Strength modifier. When the grenade reaches that point, it 3d6 lightning, 20-ft. sphere
detonates, forcing everyone in an area centered on that point
to make a DC 15 Dexterity saving throw. On a failed save, a
creature takes damage based on the type of grenade used; on
a successful save, it takes half as much damage.
Alternatively, a mine can be planted in the ground, hidden
from sight and triggered when a creature steps on it. Planting
a mine takes 1 minute. A creature moving more than half its
speed that moves into the mine's space must succeed a
Dexterity saving throw or take damage as above. If a creature
is moving at a slow pace, the DC of this saving throw is
reduced by their Dexterity modifier.
A creature looking for traps can make an Intelligence
(Investigation) check contested by your Dexterity (Sleight of
Hand), Charisma (Deception), or Intelligence (Deception),
whichever is higher. On a success, your mine is discovered.

63
Modern Armor
Armor Type/Cost Armor Name Armor Class (AC) Strength Stealth Weight
Light Armor
10 gp Heavy Coat 11 + Dex modifier (BR 1) — Disadvantage 6 lbs
20 gp Leather Jacket 11 + Dex modifier — — 4 lbs
60 gp Light Undercover Shirt 11 + Dex modifier (BR 3) — — 2 lbs
50 gp Sheet Metal Vest 12 + Dex modifier (BR 2) — — 8 lbs
70 gp Steel-Plated Coat 13 + Dex modifier (BR 2) — — 3 lbs
Medium Armor
30 gp Multi-layer vest 13 + Dex modifier (max 2) (BR 3) — — 4 lbs
100 gp Light Duty Armor 14 + Dex modifier (max 2) (BR 3) — — 8 lbs
400 gp Tactical Armor 15 + Dex modifier (max 2) (BR 4) Str 10 Disadvantage 10 lbs
Heavy Armor
800 gp Special Response Armor 16 (DR 5) Str 10 Disadvantage 15 lbs
1,500 gp Land Warrior Armor 17 (DR 5) Str 13 Disadvantage 10 lbs
4,000 gp Forced Entry Unit 18 (DR 6) Str 13 Disadvantage 20 lbs
Shields
30 gp Shield +2 AC (BR 2) — — 8 lbs.
100 gp Tower Shield +3 AC (DR 3) Str 15 Disadvantage 12 lbs.

Creating/Using Crafted Grenades Modern Armor


Grenades are a rare armerment specifically used by military
units and armed forces though artisians have figured out how Ballistics Resistance (BR) and

to create such a dangerous weapon. They are extremly Damage Reduction (DR)
difficult and dangerous to manufacture so not many know the With the increase in the effectiveness of ranged weaponry,
ins and outs of these items. armorers needed to follow suit. Improvements in metallurgy
Crafting a grenade is a dangerous thing to do to in your and engineering have created better, stronger materials
free time. Wit the chance of explosion or a malfunction going designed to withstand the force of a bullet.
off after it is finished grenades are a useful but volitial item to Armor developers have devised many different ways to
add to ones arsenal. With each grenade is a DC. This DC minimize the damage from firearms. Some use thicker metal
determines the difficulty of creating a grenade based on the plating; others use multiple layers of thick cloth and tightly
cost of it and the damage type associated with it. To craft a woven metal; still others use magical means. Regardless of
grenade one must be proficiant in either Tinkerer's Tools or the method, these improvements are all represented by a new
Smith Tools though it is variably more difficult with smith's property: ballistics resistance.
tools over tinkerer's tools (with smith's tool's add a +2 to the Armor with ballistics resistance have the designation BR
crafting DC to create a grenade). followed by a number. When an enemy makes an attack with
After the completion of crafted grenage, all crafted a firearm against you, your get a bonus to your AC equal to
grenades, when activated, must pass a flat DC check equal to this BR number. For example, if you are wearing a Light
the crafting DC - 10. If the DC fails roll a D100. If the number Undercover Shirt, your base armor class is 11 + your
is 1-50 the greade does not detinate, if the number is 51-100 Dexterity modifier. With a modifier of 3, you have an armor
the grenade is set off upon activation and acts normally. On class of 14. When you are attacked with a firearm, the shirt's
successful save, the grenade works as intended. ballistics resistance gives you a +2 bonus, so now your armor
class is 16 against that attack. Of course, ballistics resistance
doesn't do much against a sword!
Heavy armor does not benefit from ballistics resistance;
instead they have a propety called damage reduction, or DR.
When hit by a round from a firearm that does not ignore
armor, the damage is reduced by an amount equal to the DR
number + the wearer's Constitution modifier.

64
Magic Items
Ammunition, Returning
Wondrous item, very rare

This set of bullets comes in a set of six or more, enough to


fully reload a standard firearm. Each shell casing is engraved
with a small infinity symbol along its side.
The returning ammunition must be loaded into a single
firearm all at once, either into the firearm itself or into a clip,
or else its magic is immediately lost. After loading the
returning ammunition, the next time that firearm must be
reloaded, all of the spent rounds return to the gun, completely
intact and ready to be fired again, with no action required.
After the rounds return once, there is a cumulative 20%
chance that the bullets do not return the next time the
weapon needs to be reloaded.
Ammunition, Tracer
Wondrous item, rare

A box of tracer ammunition glows with unnatural


fluorescence, even in bright sunlight. The box contains 1d20
rounds for a given firearm when found, all of which have the
same glow.
When a piece of tracer ammunition strikes a target, the
next attack made against that target has advantage.
Amulet of Intervention
Wondrous item, rare (requires attunement)

This amulet takes the shape of a large golden square. It has


red and green gems inlaid on one side and engraved with the
image of a pair of wings on the other side. When worn, it
protects you from disaster and wards away death.
Guardian Angel. If you would be subjected to an effect that
would reduce you to 0 hit points, the amulet automatically
activates. A golden sphere of light bursts forth, negating the
damage dealt and rendering you immune to all damage and
all conditions. This sphere lasts for up to 1 round before
fading away. Once this ability is activated, the amulet loses its
magic until the next dawn.
Abyss Ring
Ring, rare (requires attunement)

This silver ring is has shards of jagged obsidian along the


outside and has three small rubies inset at equal lengths
away from each other that seem to remain dull and dark no
matter what lighting conditions are around..
Each gem holds a single charge, for a total of three
charges. The ring regains 1d4 + 1 expended charges daily at
dawn as long as you are not looking at it when it recharges.
While wearing and attuned to the abyss ring, you can
expend a charge to cast invisibility on yourself. Rather than
requiring concentration, the spell maintains itself only as
long as you can hold your breath. (Follow the rules for
holding your breath and suffocation detailed on page 183 of
the Player's Handbook.)

65
Artemis Cannon Bola of Anchoring
Weapon (rifle), very rare (requires attunement)
Weapon (bola), rare

This weapon is decorated with the holy symbol of Artemis, a This bola is made of three mirrored steel spheres connected
bow over the lunar disc, carved deeply and carefully into the by lengths of steel chain. An abjuration rune is emblazoned
stock. The entire rifle feels like it was made for a hunter. on each of the spheres.
This +1 rifle deals an extra 1d4 force damage on a hit. The bola functions as a mundane bola, except the save DC
Additionally, this weapon has 4 charges. You can expend one to avoid grapple is 15. The bola prevents a creature grappled
charge to cast conjure barrage, or you can expend 2 charges by it from using any method of extradimensional movement,
to cast conjure volley. The save DC for these spells is 16. including teleportation or travel to a different plane of
The weapon regains 1d4 expended charges daily at existence. It doesn't prevent the creature from passing
midnight if its holy symbol is held under the light of the through an interdimensional portal.
moon. You and any creature you designate when you use the bola
can use an action to remove it. Once every 30 days, the bound
Bandolier of Blades creature can make a DC 30 Strength (Athletics) check. On a
Wondrous item, rare
success, the creature breaks free and destroys the bola.
This hard leather bandolier is lined with woolen cord. Its
pouch glows with a faint yellow light, and has slots for four Clock of Synchrony
daggers. A nonmagical dagger placed in this bandolier is Wondrous item, common

infused with magic, and when it is drawn from the bandolier This brass pocket watch has three stoppers along its top
it acts as a +1 dagger for 1 minute. If the dagger is thrown edge. It keeps good time when wound, and its reverse side is
during this duration, it automatically reappears within the engraved with an image of two chain links linked together.
bandolier as long as it is on the same plane as the thrower. The item is designed to trigger the movement of up to two
You can draw a dagger from the bandolier as part of the devices at the same time. The two devices must have
action used to attack with it. mechanical controls and must be within 100 feet of each
other. By pressing either the left or the right stopper while
Bells of the Meticulous Magician pressing a button, pulling a lever, or otherwise activating a
Wondrous item, very rare
mechanical control, the watch stores that movement and can
Three golden bells sit in a small, leather-bound case that magically re-trigger it. The watch only stores two such
attaches to the waist. The first a pyramid-shaped bell with 4 movements at a time, one for the left stopper, and one for the
triangular emeralds. The second is a cylindrical bell with 4 right. Pressing the center stopper while within 100 feet of at
oval sapphires, and the last is a cube-shaped bell with 4 least one of the devices remotely triggers both the stored
square rubies inset. The gems on the bells give off a faint movements at the same time.
glow, tinting them green, blue, and red respectively. Each bell Pressing all three stoppers together causes the watch to
holds four charges, represented by each of the four reset itself.
gemstones inlaid into its surface; as a bonus action, you can
ring one of the bells, expending one charge. Each bell regains Compass of Magic Detection
one expended charge daily at dawn. Wondrous item, rare (requires attunement)

The sound of a bell can be heard clearly out to 15 feet, and The compass points in the general direction of the highest
faintly for another 15 feet. concentration of magic in the vicinity. You can also use this
Pyramid Bell. The sharp sound of this bell causes a compass to track a "magical trail" in much the same way that
surface you choose to give off a faint green glow. This glow you would follow physical tracks. To do so, roll a Wisdom
reveals the presence of hidden objects, fixtures, or passages (Survival) check. The DC starts at 10 and increases by 5 for
behind or beneath the surface, but only if the DC for finding each hour that has passed since the source of magic was
the object is 15 or lower. The pyramid bell can only affect a present.
surface no larger than a square 5 feet on a side.
Cylinder Bell. The tinkling chime of this bell sounds like a
set of keys. When rung, a single nonmagical lock or simple
trap you can see glows a faint blue. If the DC to unlock the
lock or disarm the trap is 15 or lower, the bell's magic
unlocks or disarms it. The object affected this way can be no
larger than 10 feet in any dimension.
Cube Bell. The low drone of this bell seems to resonate
with the weave of magic itself. A soft, red glow appears on an
object or surface you can see, dispelling a single magical trap
or magical lock that has a DC of 15 or lower. The object
affected this way must fit within a square 5 feet on a side.

66
Clockwork Wings
Armor (studded leather), rare

This armor has a pair of wings made of clockwork, strong


fabric, and metal sheets attached to the back. Though magic
provides the power and propulsion, it is the wings that are
responsible for the fine control required for continuous,
smooth flight.
While you wear this armor, you can use a bonus action to Dawnbreak
unfold the wings. While they are unfolded, you have a flying Weapon (handheld cannon), rare

speed of 30 feet and full control of your movement. You can Hewn of stone and magically reinforced, this weapon has the
use the wings to fly for up to 8 hours, all at once or in several shimmering iridescence of pearl, glowing a faint silver from
shorter flights, each one using a minimum of 1 minute from the energy holding it together. The cannon does not use
the duration. However, for every full hour of flight, you must ammunition; instead, it fires pulses of light energy that deal
spend time during a short or long rest to perform minor 2d6 radiant damage on a hit. A Large or smaller creature hit
repairs and maintenance to the wings. This maintenance by an attack from this weapon must also succeed a DC 15
requires tinker's tools to perform, and it takes 15 minutes Strength saving throw or be blown back 15 feet and knocked
and costs 20 gp worth of raw materials per full hour of flight prone. An undead struck by this weapon takes an additional
used. 1d6 radiant damage and has disadvantage on the Strength
If you fly for a total of 8 hours without repairing the wings, saving throw.
they break mid-flight. Roll a percentile dice. On a result of 25 Due to the special nature of this weapon's magical
or lower, the wings are locked and immobile. You must use discharge, this weapon can only be fired once per Attack
your action each turn to glide at a rate of 30 feet per round, action. Any features such as the fighter's Extra Attack, or
descending a maximum of 10 feet per round until you reach feats that allow a firearm to be fired as a bonus action, do not
the ground. On a result over 25, or if you do not use your work with this weapon.
action to glide as above, you fall to the ground and must make
a DC 15 Dexterity saving throw to land safely. On a failed Demonskin Cloak
save, you take falling damage as normal for your height, Wondrous item, very rare (requires attunement by a by a
landing prone. On a successful save, you take half as much warlock, sorcerer, or wizard)

damage and do not land prone. This ankle-length hooded cloak looks similar to red leather
After the wings break, you must use tinker's tools to spend from a distance. Upon closer inspection, the hood is made up
at least 1 hour and 80 gp worth of parts to restore partial of small, thin scales, and the rest of the cloak is thin and
functionality to the device, When partially repaired, the membranous, with thin tubes running down the length of it
device's flight time is limited to 4 hours and your flight speed that give it the look of large bat wings.
becomes 25 feet. Only when you spend a total of 2 hours and This cloak has four charges, and regains 1d4 + 1 expended
160 gp worth of raw materials repairing it will you restore charges daily at dawn.
full functionality. While attuned to this cloak, you can use your reaction to
If you use the wings in combat, your ranged attack rolls expend a charge and cause the cloak to flap up and envelop
have disadvantage unless you are hovering. If you are you. While enveloped, you get a +5 bonus to AC, including
knocked prone while flying, you can make a DC 15 Dexterity against the triggering attack. Additionally, spells and attacks
save to avoid falling. cannot target you or deal damage to you. However, while
enveloped, you are blinded and restrained.
You remain enveloped by the cloak until the start of your
next turn.

67
Dragonscale Cloak
Wondrous item, rare (requires attunement)

This beautiful cloak is made from the hide and scales of a


dragon. The look and feel (and name) of this cloak depend on
the dragon whose hide it is made from. A red dragonscale
cloak, for example may feel warm to the touch, or a black
dragonscale cloak may appear to be constantly cast in
shadow. Using the hide of specific types of dragons also
confers some of the elemental resistance the creature had in
life; while wearing the cloak, a creature has resistance to the
damage type the cloak's namesake had immunity to.
Additionally, the inherent magic captured in the dragon's
scales allows the wearer of this cloak to cast mage armor
with a target of self. Once you use this ability, you can't use it
again until the next dawn.
Ethereal Gauntlets
Wondrous item, rare (requires attunement)

These gauntlets appear to be ordinary, nonmagical leather,


only revealing their magical properties in the right situation.
While attuned to these gloves, if you come in contact with an
undead creature immune to the grappled condition, that
creature loses that immunity, and you have advantage on
Strength and Dexterity checks involving grappling that
creature.
Fiddlefen Blasting Rod
Weapon (revolver), uncommon

This revolver has a glass orb in place of the cylinder where Hargrave's Helping Hand
bullets would be loaded. The orb is unbreakable, and has a Wondrous item, rare (requires attunement)

small colored flame inside of it that shimmers different colors This device consists of a finely crafted prosthetic arm sewn
depending on how the orb is turned. onto a leather corset. When worn, the arm springs to life, its
This revolver requires no ammunition, though it still has gears and motors whirring of its own accord.
the shell loading 6 property (and thus must be recharged When wearing and attuned to this item, the arm acts as an
using an action on your turn). When making an attack with it, extra limb, able to hold and manipulate items as if you were
its damage type is not piercing, but your choice of acid, cold, holding them in your own hands. The arm freely moves
fire, lightning, poison, or thunder damage. You may change across the corset to where it can be most convenient, and this
which damage type this weapon deals as part of the same movement can be controlled at will.
action you use to attack with it. Curse. The helping hand is an item typically sent to new
artificers and wizards as a sort of hazing ritual, seeming
Ghostflame Candle beneficial at first, but soon overstaying its welcome. Three
Wondrous item, uncommon
days after attuning to the item, the wearer must make a DC
When you light this candle and speak its command word, the 15 Charisma saving throw. On a failed save, the arm springs
flame turns a shimmering silver. The silver flame sheds to life and repeatedly slaps its wearer, making unarmed strike
bright light out to a 30-foot radius and dim light for an attacks using the wearer's Dexterity modifier. Each slap deals
additional 10 feet. Only the holder of the candle can see this 1d4 damage. The attacks continue until the corset is
light. removed. On a successful Charisma saving throw, the device
Additionally, the silver flame can be used to light ordinary is fully under the wearer's control.
light sources, such as lanterns and torches. The flame's
properties transfer to the new light source. Heward's Magnificent Multitool
Wondrous item, common

This folded pocket knife has a number of metal


compartments with tools that slide or fold out of the body -
more than it reasonably looks like it should have. Despite
your efforts, you still haven't found the actual knife
compartment.
This item can be used in place of tinker's tools, thieves'
tools, and two other types of artisan's tools (chosen by the
DM), though you do so at a -3 penalty due to the difficulty of
finding the right compartment to use.

68
Lucky Seven Mirror of True Reflecting
Weapon (any firearm), legendary (requires attunement)
Wondrous item, rare

This gun has lines of pure gold swirling across its barrel and This small hand mirror has the image of a blindfolded angel
green four-leaf clovers etched on its grip. It sparkles dimly in engraved on its reverse side. It has five charges, regaining
your hands, making every shot feel like you're gambling for 1d4+1 expended charges daily at dawn.
something big. You gain a +3 bonus to attack and damage As an action, you can speak its command word and expend
rolls you make with this revolver. one of its charges to cause the mirror's reflective surface to
Uncanny Luck. You can call on this weapon's luck to alter glow along its edge. For the next minute, you can view
fate around you. Immediately upon attuning to the weapon, creatures and objects reflected in the mirror as if you had
you gain two luck points, which can be used as described in truesight.
the lucky feat (Player's Handbook p. 167). As long as you
remain attuned to the weapon, any expended luck points are Rifle of Endless Torrent
regained at the end of a long rest. Weapon (rifle), very rare (requires attunement)

Seven of Clovers. If you roll a natural 7 on an attack roll Forged from shards of a decanter of endless water, this rifle
made with this revolver, you hear the sound of bells and maintains its connection to the Elemental Plane of Water. It
jingling coins as the weapon begins to glow. This attack does not consume ammunition, instead firing water out of its
automatically hits its target, is considered a critical hit, and barrel. It has two settings:
deals maximum damage. Additionally, for the next minute,
any attack made with this weapon deals an additional 7 force Stream. This is a concentrated burst of water that strikes
damage. an opponent. Make an attack roll as normal; on a hit, it
deals 1d12 bludgeoning damage.
Mask of the Plague Doctor Torrent. Before making an attack with this setting, you
Wondrous item, uncommon (requires attunement by a cleric, must use a bonus action to speak the weapon's command
druid, or paladin)
word. This attack is a large beam of water that shoots
A multicolored leather mask is decorated with an elongated forward in a line 5 feet wide and 30 feet long. Each
beak, goggles in the eye holes and metal clips. The beak is creature in that line must make a DC 14 Strength saving
stuffed with various flora of an alchemic nature. When throw. A creature takes 3d12 bludgeoning damage and is
attuned, the enchantments on the flora in the mask make its knocked prone on a failed save. It takes half as much
wearer immune to disease and poison, so long as the disease damage and isn't knocked prone on a successful save.
or poison is not directly administered to the wearer via Ring of Iron Sight
injection or wound. Ring, rare (requires attunement)

Curse. The mask has no negative benefit while worn, but if This rusted iron band has a forked protrusion on it shaped
it is removed voluntarily, the wearer gains vulnerability to like the sights of a gun. While attuned to this item, the
poison damage and the poisoned condition, and his or her hit maximum range of firearms you wield increases by half.
point maximum is reduced by half until his or her next long Additionally, the ring has four charges. While wearing it,
rest. you can use your bonus action and expend one charge to
This effect can be suppressed with the use of dispel magic. sight a target within the maximum range of your firearm. If
The dispel DC is equal to the wearer's spell save DC. Once you do, you do not have disadvantage on the attack roll if the
dispelled, the caster takes poison damage equal to half the target is beyond the gun's normal range.
wearer's current hit points. The curse remains suppressed The ring regains 1d4 expended charges after a short or
until the next dawn. long rest.

69
Ring of Snapback As a bonus action, you can expend 1 charge to infuse the
Ring, very rare
remaining rounds in your gun with magic from the stars.
This silver ring is an ornate band adorned with two green For the next minute or until you reload this gun, your
gemstones in the shape of an hourglass turned on its side.
As attacks with it deal 1d6 additional force or fire damage
an action you can tap the ring, instantly teleporting back to (your choice).
the space you occupied 1 round (6 seconds) ago. If that space This weapon regains 1d6 expended charges whenever you
is occupied, the creature in it is immediately pushed into the complete a long rest, as long as it has a view of the sky.
nearest available unoccupied space and must make a DC 15
Constitution saving throw, taking 2d8 force damage on a Skeleton Key
failed save or half as much damage on a successful one. Wondrous item, legendary

This golden key is sculpted in the likeness of a skull and long


Ring of the Ripper bones, with small rubies inlaid in the eye holes of the skull. It
Ring, legendary (requires attunement by a Neutral or Evil magically changes its size, shape, and configuration, allowing
character)
you to unlock any lock - including those on a door or chest -
This old, golden ring looks as though it may be worth without making any tool checks.
upwards of 10,000 gp. It has a tiny dark red stain on it that
can't be cleaned off. Spell Bullet
Drain. A phrase, unknown to you, but familiar to someone Wondrous item, rarity varies depending on the spell

else, burns in your mind. You can use your action to say this This round is a spell bullet that holds a spell of the DM's
phrase. When you do, the ring burns brightly as that hand choice. When fired out of a firearm, the spell is cast following
reaches out towards your opponent. Make an unarmed melee the rules as detailed in the Spellshooter's Arcane
attack against a creature within 5 feet of you. On a hit, the Ammunition feature. If you have a class feature that allows
target must succeed a DC 15 Constitution saving throw or you to cast spells, the spell bullet uses your spellcasting
take 6d4 necrotic damage. You regain hit points equal to the ability, spell attack bonus, and save DC; otherwise it is cast
necrotic damage you dealt. You must wait one hour before using a +5 bonus and a save DC of 13.
you can use this feature again.
Bloodied Blade. When you make an attack against a Trick-Sleeved Shirt
creature who is either surprised or unaware of your Wondrous item, rare (requires attunement by a card master)

presence, it deals an additional 1d8 damage if it hits. This white-collared, long-sleeved button down shirt seems to
Curse. This ring is possessed by the essence of a serial stay immaculately clean, even in the dirtiest and dustiest
murderer named The Ripper. Donning this ring lets his conditions. Additionally, one of the sleeves holds a very small
influence take hold. Once attuned, you may not take the ring extradimensional space, accessed by reaching into the space
off by any means other than the wish spell. between the forearm and the sleeve. This space has enough
Sentience. The ring is a sentient chaotic evil ring with an room to hold a single card, or an item of a similar shape and
Intelligence of 18, Wisdom of 24, and Charisma of 22. It has size.
hearing and darkvision out to 60 feet. It speaks telepathically A card master attuned to this garment can place a single
to its wearer in a deep, smooth baritone with a touch of spell card from their collection in this space as part of the
madness at its edges. It understands and speaks Common, same rest used to prepare their deck. As a bonus action, you
Dwarvish, Elvish, Giant, Gnomish, Primordial, and Infernal. can perform a DC 11 Dexterity (Sleight of Hand) check to
Personality. The ring takes pleasure only in violence, and switch one of the cards in your hand with the one hidden up
its goal is to shape its wearer into a killer worthy of the your sleeve, enabling you to cast that spell as if it were in your
moniker "The Ripper". It is incredbly talkative and constantly hand. Alternatively, you can perform a DC 16 Dexterity
speaks to its wearer, even offering suggestions for courses of (Sleight of Hand) check to simply add the card in your sleeve
action that will encourage more bloodshed. In combat, it to your hand.
often makes comments such as "Yes, more...", "He looks
weak, finish the job", etc. Weapon, Watertuned
Weapon (any ranged weapon), uncommon

Six of Stars This weapon has had its functional parts magically and
Weapon (revolver), very rare (requires attunement)
mechanically sealed to allow it to function even when
This +2 revolver was forged from the alloy found in a meteor immersed in deep water. You may use this ranged weapon
and enchanted with its stardust. It has 6 charges, which can normally underwater - that is, your attacks do not have
be expended to use the following abilities: disadvantage when attacking a creature within the weapon's
When making an attack with this gun, you can expend 2 normal range, and your attacks against creatures out to the
charges to turn the round into a meteorite. This is weapon's maximum range do not automatically miss.
identical to a meteor from Melf's minute meteors (save
DC 14). You can expend additional charges to increase the
damage dealt by 1d6 per additional charge expended.

70
Artifacts Sworn Pactbreaker
The artifacts presented here are provided as examples. Use Weapon (war scythe), artifact (requires attunement)

them as guides when creating your own artifacts, or modify Legend says that the Sworn Pactbreaker was wielded by the
them as you see fit. champion of the Thalyot family for over a century,
dispatching justice and freeing enslaved peoples from blood
pacts with demons, devils, and other evil outsiders, typically
Lycan's Bane by destroying the demons responsible. This incredibly sleek
Weapon (longsword), artifact (requires attunement)
black scythe sports a sturdy blood red oak shaft, and its blade
This sword was created by the paladins of Lunum, the moon is made up of a jagged, razor sharp edge that calls to mind
god. This sword was created to fight the swarms of the teeth of a fearsome dragon.
werewolves that were destroying the land. This sword has a Before attuning to the weapon, the prospective wielder
gem in its pommel that is clear, round, and glows in a way must survive three trials.
that emulates the phases of the moon. The blade itself is The First Trial. Upon first holding the scythe, a
silver, seeming to glow with faint moonlight. wellspring of voices resonates in the wielder's head,
This longsword deals an additional 2d6 radiant damage chanting loudly and violently in multiple languages, "Cut
when it hits. When used against a creature afflicted with the the ties. Set them free. Break the bonds." The chanting
curse of lycanthropy, attack rolls against it are made with lasts for up to an hour, starting off barely audible but
advantage. Additionally, the first time a creature afflicted with growing louder with every passing minute. The wielder
lycanthropy is hit with this weapon, it automatically becomes must make a DC 15 Wisdom saving throw to withstand
a critical hit. the overwhelming pressure of these voices. On a failed
Silver Weapon. Lycan's Bane is a silvered weapon. save, they are deemed unworthy and immediately drop the
Silver Salvation. Lycan's Bane holds 5 charges. A charge weapon at their feet; they are unable to wield the Sworn
can be expended to activate one of the following abilities: Pactbreaker, let alone touch it. This effect lasts for 1d4 + 2
You pray to the moon god Lunum with the blade in hand, days, upon which the creature can try again.
and your senses open, allowing you to identify all The Second Trial. Upon successfully passing the first
creatures with the curse of lycanthropy within a 60-foot trial, a single, sharp voice will speak directly to the wielder,
radius. asking them what the purpose of the Sworn Pactbreaker
You hold the flat of the blade to the heart of a willing or is. Only the correct answer - judged by the DM - will allow
incapacitated creature that has the lycanthropic curse, them to succeed the trial, though if the wielder is of evil
drawing the affliction from their body and curing them. alignment, there is no possibility of a correct response. An
Removing the curse this way takes 1 minute. incorrect response will cause the wielder to be deemed
You hold Lycan's Bane up to the sky, pommel up. The clear unworthy, suffering the effects as above.
gem will shine with a faint white light, turning werewolves The Third Trial. The scythe speaks to the wielder again,
nearby. Creatures afflicted by lycanthropy that are within giving them a mission to free a citizen from their bond
30 feet of you have disadvantage on attack roll while in with a lesser demon. The wielder must kill or banish the
this radius. Each affected creature also suffers the effects demon to pass the third trial; only then will they finally
of the bane spell, and must succeed a DC 16 Charisma attune to the weapon and unlock its full potential.
saving throw or become frightened of you for 1 minute. Once attuned, the wielder of the Sworn Pactbreaker gains
Lycan's Bane regains all expended charges daily at each the following benefits:
moonrise. Righteous Judgment. The Sworn Pactbreaker deals an
The sword is powerless on moonless nights. All evil additional 2d10 radiant damage on a hit. If the target is of evil
creatures with the curse of lycanthropy that see you with this alignment (lawful evil, neutral evil, or chaotic evil), it deals
sword will be openly hostile to you and those in your another 1d10 radiant damage on a hit.
immediate party. Champion of the Pactbreaker. Your Strength and
Destroying Lycan's Bane. The sword can only be Dexterity scores each increase by 2, to a maximum of 20.
destroyed using a dark ritual which can only take place on a Sentience. The weapon is imbued with the consciousness
moonless night. The ritual involves sprinkling the blood of 3 of its previous wielders. The collective consciousness speaks
willing creatures with any type of lycanthropy on the blade to the current wielder, teaching and guiding their actions to
while whispering the correct incantations. This ritual leaves make them truly worthy to hold the blade.
the blade magicless and vulnerable, allowing it to be melted Destroying the Sworn Pactbreaker. Only a Demon Lord
down in a fire - though if the sword is recovered before this can truly destroy the Sworn Pactbreaker. This can be done by
occurs, a priest of Lunum can restore its magic by conferring defeating its wielder in combat, then lighting it ablaze with
his blessing. hellfire.

71
Armor Set of the Tyrant Tracks of the Tyrant
Ages ago, a man called Cyprus the Divine ruled over a vast Wondrous item, artifact

human kingdom. He possessed a great power that seemed to This set of silken garments is enchanted to remain perfectly
come from the divine, allowing him to very nearly match clean and sizes perfectly to fit your body. Despite this,
them in power. He was named the God King, and he was an wearing it causes a shiver to run through your entire body.
unstoppable general, generous leader and a humble man. While wearing the helmet, your gain resistance to lightning
Countless races and factions banded together to attempt to damage and your speed increases by 10 feet.
overthrow Cyprus and obtain his overwhelming power for Curse. Despite the lightness of the garment, it feels as if
themselves, but every army that came was defeated before wearing it makes you feel like something is missing. You gain
they could even reach him. one level of exhaustion while wearing it. This level of
While he was seen as a god, he was still mortal and human. exhaustion cannot be removed except if you possess two
He eventually grew old, and the constant war made him more pieces of the Tyrant's armor. A spell such as greater
paranoid. He foresaw the existence of Ascendants, people restoration can suppress this level of exhaustion for 4 hours.
prophesied by the gods to succeed Cyprus in his rule. Fearing Heart of the Tyrant
the loss of his power and return to mortality and death, he Armor (half plate), artifact

searched frantically for these Ascendants, claiming the gods This black and silver armor fills you with immense heat and
decieved him and that they would destroy him and his power as you don it, as every movement threatens to unleash
kingdom. His methods grew increasingly brutal, including it upon your foes. Your melee attacks deal 1d6 additional fire
mass executions and razing of villages, killing every damage on a hit.
Ascendant he could get his hands on save for one - his son, Curse. This fire is hard to control, and bursts painfully
Alexander, the man Cyprus saw fit to properly succeed him from your body without warning at the slightest disturbance.
after his passing. Whenever you are hit with an attack or spell, you take an
Alexander came of age some time after Cyprus's death, and additional 1d6 fire damage.
sought to become the next to be called Divine, like his father.
To accomplish this goal, he learned that an Ascendant had to Dukes of the Tyrant
"become one with all... to give up everything, and take Wondrous item, artifact

everything." He tried, as did other Ascendants who survived These black and silver gauntlets fill you with an oddly
Cyprus's wrath, and all have failed. What the old king failed to comforting warmth, despite their harsh appearance. There is
mention was that the key to manifesting his power lay in the a small notch on the ring finger of one of the gauntlets, and
armor that he had always worn. With its pieces scattered to the longer you stare at that spot, the more you feel that
the winds, Alexander began his new quest, leading an army of something is meant to fit there. While wearing these gloves,
magisters on a hunt for his father's legendary suit of armor. you lose vulnerability to cold damage and gain resistance to
cold damage.
Stride of the Tyrant Curse. The warmth, though beneficial at times, seems to
Wondrous item, artifact
turn your stomach. You are permanently subjected to the
These black and silver armored boots carry the weight of a poisoned condition. This condition cannot be removed except
terrible power with each stride. While wearing these boots, by obtaining the Ring of the Tyrant or by a wish spell.
your Constitution score increases by 2, as does your
maximum for that score. Ring of the Tyrant
Curse. When wearing these boots, you feel that your steps Ring, artifact
are being pulled in another direction.
Your speed is reduced As you don this ring, you feel as if a terrible weight has been
by half while wearing these boots. Additionally, during a short lifted. You stand up, filled with renewed vigor. You feel... that
or long rest, roll a d100. On a roll of 90-99, you wake from you could conquer the world. While wearing this ring, your
your rest 1d10 x 100 feet away from where you made camp Constitution score increases by 2.
in a random direction. On a roll of 100, you wake 1 mile from Curse. While you wear the ring, you find yourself unable
your camp in a random direction without making a sound. and unwilling to take it off. It cannot be removed except by
the wish spell. Additionally, you find yourself driven to find the
Eyes of the Tyrant other pieces of the Tyrant's armor, if you do not have them
Wondrous item, artifact
already. Finally completing the set fills you with the power
This black and silver helmet has a visor that shields your and spirit of a long-deceased warlord who ruled entire
face. When you look through it, your eyes appear to have realms. The curses from the other pieces of the Tyrant's
turned a fiery red. While wearing the helmet, your Strength armor no longer affect you, as long as you are wearing the
score increases by 2, as does your maximum for that score, entire set. However, if you lose a single piece of this armor, all
and you gain resistance to fire damage. of your ability scores are reduced to 10 until you reclaim the
Curse. While wearing this helmet, you feel your body missing piece. Additionally, you gain the following flaw: "My
temperature begin to rise. The heat is unnerving, but armor is more valuable than my life. I must protect it at all
becomes natural the longer you wear the helmet, to the point costs."
that being without that heat physically harms you. You gain
vulnerability to cold damage. If you remove the helmet, your
cold vulnerability remains for 1d4 days.

72
New Feats Dirty Fighting
A side effect of a less than honorable upbringing, you are
Akimbo Master willing to do anything to win a fight. Anything is fair game,
You master the art of wielding two firearms at once. You gain from a clever distraction to a well placed kick to the
the following benefits: unmentionables. After all, all's fair in love and war. You gain
the following benefits:
You can wield two sidearms at once, even if they do not
have the light property. Increase your Strength or Dexterity by 1, to a maximum of
You can draw or holster two sidearms when you would 20.
normally be able to draw or holster only one. You gain proficiency with improvised weapons.
Before you make an attack roll, you can choose to fire both When a creature fails to hit you with a melee weapon
guns as part of a single attack, taking a -5 penalty. If the attack, if the attack missed by 5 or more, you can use your
attack hits, roll damage for each of your firearms and add reaction to make one unarmed strike or improvised
+5 to each damage roll. If you use this feature for any of weapon attack against the creature that missed you. The
your attacks, you cannot use your bonus action to make an attack deals no damage, but can cause the target to fall
attack with your offhand firearm in the same turn. prone or suffer some other ill effect agreed upon by both
you and the DM.
Artilleryman
Prerequisite: 16th level, Strength 15 or higher
Draconic Fervor
You have the strength and control required to use large and Prerequisite: Kobold, 4th level

unwieldy firearms more effectively. If you are wielding a The blood of the mightiest of dragons fills your veins. Choose
weapon with the bulky property, you do not need to use your one of the following benefits:
bonus action to stabilize the weapon. Additionally, if you are Breath Weapon. You gain the ability to cast the spell
able to make more than one attack wih the Attack action, you dragon's breath, targeting yourself. Once you use this
may ignore the limitation to one attack per Attack action feature, you can't use it again until you complete a long
normally imposed by the bulky property. rest.
Dragon Claws. Your fingers end with sharp claws that
Bayoneteer can be used in your unarmed strikes. Your claw attack
Prerequisite: Proficiency with firearms
deals slashing damage equal to 1d4 + your Strength
You have mastered the art of fighting with weapons attached modifier, instead of the bludgeoning damage normal for
to the barrel of your gun. You gain proficiency with an unarmed strike.
improvised weapons if you don't have it already, and if you Firemind. When you use your Gear-smith racial feature to
make an attack with a weapon attached to the barrel of your create items, you can create a number of them up to your
gun, you may add a +2 bonus to the damage roll. Intelligence modifier (minimum 2). Additional items
Additionally, if you would be hit with a melee attack, you beyond these require a DC 20 artisan's tools check.
can use your reaction to assume a parrying stance with the You may take this feat multiple times, choosing a different
bayonet, adding your proficiency bonus to your AC against a benefit each time.
single melee attack that would hit you, potentially causing the
attack to miss.
Dueling Expert
Close Quarters Shooter Prerequisite: Duelist fighting style or Gun Duelist gun tactic

You have trained yourself in the delicate art of using ranged You have mastered the art of dueling with gun and sword, and
weapons in close quarters combat. You get the following gain the following benefits:
benefits: If you have a one-handed melee weapon in one hand and a
Being within 5 feet of a hostile creature doesn't impose light firearm in the other, when you make an attack with
disadvantage on your ranged attack rolls. either of those weapons, you can use your bonus action to
If you would have disadvantage on a ranged attack roll you attack with the other.
make against a creature within 10 feet of you, instead you Wielding a light firearm or finesse melee weapon in your
do not. However, you cannot gain advantage on that attack offhand does not count against the Dueling fighting style
roll. or Gun Duelist gun tactic.
You can use your reaction to make an opportunity attack You can ignore the loading time and reload action for a
with a ranged weapon. Your reach when trying to light firearm in one hand if you are holding nothing in the
determine if a creature's movement can trigger this other hand.
reaction is 5 feet.

73
Firearms Enthusiast Handled with Care
You have trained in the proper stance and technique to You understand the delicate machinery and overall
effectively wield a variety of firearms. You gain the following limitations of primitive firearms and know how to handle
benefits: them to avoid excessive wear, even in the heat of combat.
Increase your Strength or Dexterity by 1, to a maximum of When you make more than two attacks with primitive
20. firearms during your turn, the firearm's misfire count does
You gain proficiency in four firearms. At least one of these not increase by 1.
firearms must be a sidearm, and at least one of these Hooligan
must be a longarm.
With the skills you have obtained with concealed weaponry,
Fossilized you can turn an ordinary encounter into an assassination.
Prerequisite: Awakened undead (skeleton)
Once per encounter, if you have not taken an action or bonus
You have researched the necromantic magics holding you action to attack, and if you are carrying a weapon with the
together, and have altered them to reinforce your body hidden property that you are proficient with, you can use your
against certain types of attacks. You gain resistance to bonus action to deploy it and make an attack with it. If you do
piercing and slashing damage. However, you gain a not already have the Sneak Attack class feature, then the
vulnerability to bludgeoning damage. attack deals an extra 2d6 damage.

Ghostly Magic Lucky Card


Prerequisite: Awakened undead (ghost)
Prerequisite: Charisma 13 or higher

Your soul is especially powerful, and you may channel its You have stumbled across a card that seems to have a
power into a semblance of mortal magic. magical connection to you. This card is a spell card, meant
When you take this feat, choose either Charisma or for a card master, though you show some aptitude for card
Wisdom. You may use this feature up to three times to cast a magic.
spell from the following list: blink, catapult, charm person, If you have no levels in the card master class, you learn the
fear, and invisiblity (self only). Use the chosen ability as your cantrip card throw, using Charisma as your spellcasting
spellcasting ability for these spells. ability for it. Additionally, when you take this feat, choose a
You regain unspent uses of this feature at the end of a long 1st level spell from the card master spell list. You can use
rest. your lucky card to cast this spell. Once it is used, you can't use
it again until after you complete a long rest.
Gremlin If you have this feat, then gain a level in the card master
class, or if you are already a card master when you take this
You're particularly good at seeking out and finding the feat, you do not gain the benefits listed above. Instead, when
weakness in gears, drive mechanisms, and the like, and can constructing your deck, add 5 points to your Deck Points
confidently disable a mechanical device with a single fell total.
swoop, if you so desire.
As a bonus action, you may make an Intelligence Mechanical Advantage
(Investigation) check to attempt to identify the weakness of a Prerequisite: one or more limbs replaced with a prosthetic

mechanical device or construct. If you can find such a You have turned your unfortunate circumstance into a mark
weakness, you may make a Sleight of Hand check, attack roll, of pride. You gain the following benefits:
or other similar means to attempt to take advantage of this
weakness, at the DM's discretion. When grappling another creature of your size or smaller,
you may use your action to lock your prosthetic limb in
place, forcing their Athletics or Acrobatics check to escape
your grapple to be made at disadvantage.
When grappled by another creature, you may use your
action to disengage your prosthetic limb from your body
and automatically succeed the attempt to escape grapple.
(You will, of course, need to retrieve your prosthetic
afterwards...)
If your prosthetic is concealed, you may choose to reveal it
to a creature and gain advantage on a single Persuasion
or Intimidation check against that creature. Whether the
check succeeds or fails, you cannot use this benefit
against that creature again.

74
Meticulous Musketeer
You keep yourself neatly groomed, your manners are perfect, You have trained yourself to specialize in the use of weapons
and your affairs are always in order. If you spend at least one that require time to reload after each shot. You gain the
hour after a long rest to prepare yourself for the rest of the following benefits:
day, you may choose one skill from either Investigation, Increase your Dexterity score by 1, to a maximum of 20.
Persuasion, or Survival. You get advantage on checks using You gain proficiency in firearms with the long loading
the chosen skill until your next long rest, provided you stay property, and may ignore the long loading property of
within the limits of a city or other sort of civilization. those firearms when using them and replace it with the
Modern Medic reload property.
After making an attack with a firearm with the long
Prerequisite: proficiency with doctor's tools or pharmacist's loading property using the Attack action, you may use your
supplies
bonus action to make a second attack with that weapon.
You have studied medical journals and kept an ear out
regarding the latest advancements in health care, and are Pistol Whipper
quick to apply your studies to your adventuring career. Your You are skilled in using guns as melee weapons, on the off-
incredible skill with the tools of your trade grant you the chance that using them for their intended function is ill-
following benefits: advised. Increase your Strength or Dexterity by 1, to a
At the end of any short or long rest, you can make a DC 15 maximum of 20.
Wisdom (doctor's tools) or Wisdom (pharmacist's Additionally, you are now considered proficient with
supplies) check. On a success, you create a healer's kit firearms you use as melee weapons. Light firearms deal 1d6
good for one use. bludgeoning damage and are considered finesse weapons,
As an action, you can stabilize a dying creature. When you two-handed firearms deal 1d8 bludgeoning damage, and
do so, make a DC 15 Wisdom (doctor's tools) or Wisdom heavy firearms deal 1d10 bludgeoning damage.
(pharmacist's supplies) check; on a success, the creature
also regains 1d4 hit points. Riot Breaker
Morbid Curiosity Prerequisite: Proficiency with shields

You have become quite adept at crowd control using your


You grew up hearing tales of Victorian horrors, and instead of shield. As long as you are wielding your shield, whenever you
recoiling in fear, you developed an interesting fascination make an attack against a creature, you are considered to have
with them. You get the following benefits: half cover if that creature attacks you. Additionally, you gain
resistance to nonmagical bludgeoning, piercing, and slashing
You gain proficiency in the History skill. damage dealt by that creature.
You get advantage on any Intelligence (Investigation) The benefits of this feature last until the start of your next
check used to determine the presence of an aberration, turn.
monstrosity, or undead creature.
You have advantage on saving throws against any effect Scattershot Master
that would cause you to become charmed or frightened, so
long as that effect is coming from an aberration, You have mastered getting the most effect out of firearms
monstrosity, or undead. with the scatter property. You get the following benefits:
Mounted Shooting When you make a scatter attack, if three or more enemies
are in the affected area, add +1 to the attack roll.
While you are riding a mount or driving a vehicle and aren't When you roll a 1 or 2 on a damage die for a scatter
incapacitated, you gain the following benefits: attack, you can reroll the die and must use the new roll.
You get a +1 bonus to attack rolls with firearms. You can load all of the ammunition for shell loading
Being within 5 feet of a hostile creature when making an firearms with the scatter property using a bonus action.
attack roll with a firearm does not impose disadvantage Shar's Favor
on the attack roll as long as the creature's size is smaller
than your mount. Prerequisite: Shadar-kai

You have advantage on attack rolls against any unmounted The tenebrous magics of the Shadowfell surge within your
creature smaller than your mount within your firearm's body. You gain the ability to cast darkness, without using any
normal range. material components. You can use this ability a number of
times equal to your Constitution modifier (minimum 1). You
regain any spent uses whenever you complete a long rest.

75
Superior Marksman Vicious Augmentation
You have perfected the art of the patient, precise kill. When Prerequisite: one or more limbs replaced with a prosthetic,
you wield a heavy firearm that has either a telescopic sight or proficiency with tinker's tools (or access to a qualified
longshot sight equipped on it, you get the following benefits: craftsman)

If you use a bonus action to steady your aim with your You've modified your prosthetic limb, making it into a viable
firearm, you can choose to make an attack roll that can item in melee. When you take this feat, choose one of the
neither have advantage or disadvantage. On a hit, if you following benefits:
roll a 1 or 2 on a damage die, you can reroll that die and Mental Link. Choose Charisma or Wisdom. Your
must use the new roll. unarmed strikes and melee weapon attacks may use the
If you make a ranged attack roll with advantage, you can chosen ability in place of Strength or Dexterity when
reroll one of the attack rolls once. determining bonuses to attack and damage rolls.
Power Fist (Arm/hand prosthetic only). The damage of
Tinkerer your unarmed strike increases to 1d6 + your Strength
You are inquisitive and insightful when it comes to looking at modifier. Additionally, before you take the Attack action on
and modifying a device's inner workings. You gain the your turn, you may take a bonus action to charge power in
following benefits: your fist. If you do so, the damage of your unarmed strike
improves again to 1d12 + your Strength modifier until the
Increase your Intelligence score by 1, to a maximum of 20. end of your turn.
You become proficient with tinker's tools. If you were Spring-Recoiled Sprint (Leg/foot prosthetic only).
already proficient, you can apply double your proficiency When a creature misses an attack against you, you may
bonus to tinker's tools checks to work with a mechanical use your reaction to move up to 10 feet without provoking
object. an attack of opportunity.
If working on an item or performing a crafting task during
a long rest, you can choose to treat the results of a given You may take this feat up to twice, choosing a different
tinker's tools check as if you had rolled a 20. If you use this benefit each time.
feature, you do not gain the benefits of along rest, gaining
the benefits of a short rest instead. Wheelman
Prerequisite: proficiency with land vehicles

Vengeful Blade You can tame a powerful car or a roaring steam train with the
Prerequisite: Awakened undead (revenant)
same ease that a druid can calm an animal. You get
Fate has seen fit to further equip you for your quest to right advantage on any skill checks required to maneuver a land
the wrong that felled you. You may use this feature as a vehicle out of danger or cause it to stop entirely, so long as
reaction to get advantage on an attack roll you make against the vehicle itself has mechanical controls that have not been
the target of your revenge, or to cause an attack roll made by completely disabled.
that creature against you to be made at disadvantage.
You can use this feature a number of times equal to your Will of Iron
Charisma modifier (minimum 1). You regain any expended Prerequisite: suffered and recovered from long-term
uses after completing a long rest. madness or insanity
You have seen things beyond mortal understanding and lived
to tell the tale. You now remain resolute when facing these
dangers again. You have advantage on Charisma and Wisdom
saving throws to resist madness-inducing effects.
Additionally, if you are afflicted with a long-term madness
effect, you can make a Wisdom saving throw to cure yourself
of the effect every 24 hours. The DC of this saving throw
starts at either 15 or the DC of the effect that inflicted
madness upon you, whichever is higher, and reduces by 1 for
every subsequent failed save.

76
Chemist’s supplies. This kit includes the tools and
New Technology components necessary for mixing and analyzing acids, bases,
explosives, toxic gases, and other chemical compounds. This
Steampunk Tools portable chemistry lab includes an assortment of glass flasks
The following is a list of new tools that a steampunk and beakers, a lighter, a miniaturized blowtorch, and a few
adventurer could choose to be proficient in. You can add vials of pure water, control compounds, and solvents.
these tools to the great tools already in the Player’s Doctor's tools. These tools come in a flat-bottomed black
Handbook like Smith’s Tools and Tinker’s Tools. or brown leather bag with a metal-frame closing mouth. This
Proficiency with any of these artisan’s tools lets you add bag includes a needle and fine wire or thread, a hinged splint
your proficiency bonus to any ability checks made using the or brace, a small steel cone (that serves as a low-tech
tools of your craft. Each type of artisan’s tools requires a stethoscope) , a small mirror, tools for clamping and binding
separate proficiency. Each of these kits provide the tools open wounds to prevent blood loss, and two additional small
needed to pursue a craft or trade. tools relevant to the practitioner's specialty.
Investigator’s Supplies. This slim case holds the tools and
Artisan's Tools Cost Weight components necessary to collect and analyze evidence in the
Chemist’s supplies 50 gp 8 lbs field. Its contents include materials such as clean containers,
Doctor’s tools 50 gp 8 lbs
labels, gloves, tweezers and swabs.
Pharmacist’s Supplies. This kit contains items used in
Investigator’s supplies 50 gp 8 lbs the preparation and dispense of medicinal compounds, such
Pharmacist’s supplies 50 gp 8 lbs as a small scale, a pill cutter, and labeled containers of
chemicals.

Steampunk Adventurer's Gear


Item Cost Weight
Compass 100 gp 1/4 lb.
Vehicle Fuel 20 gp per gallon 6 lbs
Goggles 1 gp 1/2 lb.
Fancy Hat 1 sp to 5 gp 1/2 lb. to 2 lb.
Ink Pen 1 gp 1/8 lb.
Ink Cartridge 5 sp 1/16 lb.
Lighter 8 gp 1/2 lb.
Matchbox 4 gp 1 lb.
Parasol (Silk) 5 gp 4 lbs.
Pocket Watch 5 gp to 20 gp 2 lbs.
Photographic Camera 50 gp 4 lb.
Photo Plate (1 sheet) 1 gp 2 lbs
Smokestick 14 gp 1/2 lb.
Steamer Trunk (Large) 5 gp 20 lb.
Tool/Utility Belt 2 gp 2 lb.
Wristwatch 5 gp 1/2 lb.

    Compass. This is a tiny metal and glass compass with a Lighter. A lighter holds a small amount of a flammable
magnetic pointer that always points north. All Wisdom substance ignited by a flint striking metal. Its flame lights a 5-
(Survival) checks made to determine location and direction foot area as a candle does but it burns for 3 hours. A single
are made with advantage when using a compass. flask of oil can refill two lighters.
Goggles. A pair of goggles can block out the soot and wind
while traveling or protect the vision of the wearer from
smoke, sparks and other hazards. They also help your
character look the part.
Ink Pen. This pen does not require constant dipping of ink,
as the ink is stored in lightweight cartridges in the body of the
pen itself.

77
    Match. An alchemical substance on the end of this small, Gas release. The gas release is a small fan and high-speed
wooden stick ignites when struck against a rough surface. pulley in the back, attached to the ropes and used to either
Creating a flame with a match is much faster than creating a reel in or release them at will for the sake of maneuverability.
flame with flint and steel (or a magnifying glass) and tinder, If you have already deployed the grappling hook, as part of
although not as fast as with a lighter. your attack action, you can trigger the gas release to move up
Photographic Camera. A handheld device with a to 60 feet along the length of the cable towards the end of
protruding lens on the front. It is used to capture a static your hook.
image of what is in the view of the lens onto a plate. The gas used for propulsion is held in canisters attached to
Photo Plate. A metal plate that holds a special paper used the release. A canister holds 40 pounds of fuel when full;
to capture what is exposed by the photographic camera lens. each time this ability is triggered, it consumes 1 pound.
The captured image provides an accurate depiction of what The gas release nozzle can also be utilized to increase
opening the lens revealed, but without color. To develop a speed and maneuverability. Once per round, if you're not
photo plate you must be proficient with alchemist's supplies. moving using the maneuver gear, you can expend 0.5 pounds
Pocket Watch. A circular device stored in a metal case of fuel to move 10 feet in the direction you are facing.
used to provide the exact time of day, linked to a chain that is Reloading an empty gas canister takes a full hour.
stored in a waist pocket of a jacket or vest. Reloading the mechanism with a new gas canister takes 2
Smokestick. A wooden stick that is chemically treated to rounds.
instantly create thick, opaque smoke when ignited. It emits a
cloud of smoke in a 10-foot radius. The stick burns and
releases smoke for a full round, and the smoke disperses
after another round.
Tool/Utility Belt. A sturdy belt made from leather with
numerous covered pockets to hold small tools and supplies,
making it easy to keep about 10 pounds of items on hand.
Wristwatch. A device worn on the wrist used to provide
the exact time of day.
Unique Items / Gear
They say that any sufficiently advanced technology is
indistinguishable from magic. These items are unique
enough in this highly technological age that they might as
well be magic. Many of these unique are highly mechanical
and have a lot of moving/working parts requiring delicate
maintenance.
These items and weapons are complex and unfamiliar,
requiring special training to use - which is indicated by
proficiency with exotic weapons, items, and armor.
3-Dimensional Maneuver Gear
Armor (light), Very Rare
Weight total: 10 lbs (50 lbs on a full tank)
Cost: 10,000 gp
This device allows players to grapple on to walls and hard
surfaces within range. It is controlled using a specially built
weapon that triggers a gas release mechanism. The item
includes three pieces: the gas release, grappling hooks, and
weapon control.
Grappling hook. The gas-powered hook launcher and rope
is the defining feature of this device. The crossbow-bolt-like
hook is attached to a cable made of tough, high-tension
cables that are 200 feet long. Six rope-and-grapple
assemblies are stored in the device, ready to be deployed. The
grapples and ropes contribute 10 pounds to the weight of the
maneuver gear.
Deploying the hook requires either your full movement or
your action. Choose a point on a wall or surface within range;
if its hardness is less than 10, the hook embeds itself
completely into the material, anchoring itself to that spot.
In a precarious situation, the hook launchers themselves
can be used as a weapon; however, due to their size and
design, an attack made using the launchers is made at
disadvantage and only deals 1d4 piercing damage on a hit.

78
    Weapon control. The weapon you control the gear with
must be specially fitted to the gear itself. When you obtain the
gear, choose one of the following weapons: light mace,
longsword, rapier, shortsword, scimitar, or sickle. You can
also choose a shield this way, following the rules for using it
as an improvised weapon if you attack with it.

Jet Pack
Armor (light) Legendary
Weight total: 15 pounds (20 pounds with full tank)
Cost: 15,000 gp
The jet pack allows players to move in three dimensions at
high speeds. Unlike the 3-Dimensional Maneuver Gear, it
requires no support, meaning that the player doesn't need to
have ground or structures near them to fly with full
maneuverability.
Jet Propulsion. A pair of exhaust vents are located on the
bottom of the jet pack. The high-speed gouts of superheated
air that come out of them are the primary force used in the
generation of lift, giving the wearer a flying speed of up to 40
feet, with complete maneuverability.
Fuel Supply. The jetpack has a high-speed intake fan along
its top edge that takes in air to help ignite the fuel to generate
large amounts of power. This ignition requires a special kind
    As part of the construction of the maneuver gear, the of fuel, which is held in a single tank fuel cell.
chosen weapon is attached to it with an array of light cables. Fuel for the jetpack comes in a solid form that costs 50 gp
You use controls on the weapon to activate the hooks and gas per pound, and the jetpack's fuel cell holds 5 pounds of fuel at
release, which allows you to attack and maneuver using the a time.
gear simultaneously. You can be disarmed, but picking the Every 100 feet of movement using the jet pack consumes
weapon up only requires a bonus action and does not one pound of fuel. In an emergency case where you run out of
provoke attacks of opportunity. fuel while in the air, there is a secondary thruster and backup
Control during cabled flight. While maneuvering using fuel source that allows an additional 50 feet of movement and
the gear, as part of your movement, you can shift your body helps slow your descent.
weight, displacing yourself in any direction up to 10 feet. This Landing. Landing safely requires a DC 16 Dexterity
shift of weight requires a successful DC 16 Acrobatics check. (Athletics) check if you are traveling more then 10 feet
The DC of this check is reduced by 2 if you are using two vertically at an altitude of over 10 feet. On a failed check, you
maneuver gears in conjunction. Your destination remains the take 3d6 bludgeoning damage per 50 feet traveled. If you fall,
same. you take damage as normal.
Releasing the cables prior to landing. You can disengage
the grappling hook before you land as a bonus action. If you
do this in midair, you are now in free fall and have little
control over your landing location. You will still keep your
momentum, flying in the same direction as before unless you
succeed a DC 20 Acrobatics check to displace yourself 5 feet.
After this movement, you fall (and take damage) as normal.
Landing horizontally. If you are traveling horizontally
when you reach the hook's destination, you must make a DC
16 Athletics check, taking 3d6 bludgeoning damage per 50
feet traveled.

79
Power Armor
Armor (heavy), Legendary Regenerative Injections. For an additional cost of
Weight total: 250 pounds 8,000 gp you can add a three syrum inside the suit
Cost: 150,000 gp that as an action you can activate and gain the
A hulking colossus of iron and steam. The power armor is benefits of the regeneration spell for 1 minute.
To replace the it will cost 2,000 gp to have three
a modern marvel only few have the knowlege, skill, and new syrums replace the used cartrages.
determination to create. Made of iron, copper, steel and Stasis. For an additional cost of 10,000 gp
nother alloys, while wearing it one feel nigh impenetrable. whenever a creature wearing the armor drops to 0
While wearing this armor, you gain the following benefits: hit points, the armor places that creature into a
Your armor class is now equal to 13 + your Consitution state of stasis. While in this state, the creature is
stable and does not make death saving throws
modifer + your proficiency bonus.
Your Strength score increases by 4 to a maximum of 20.
Your Constitution score increases by 6 to a maximum of
24.
You gain a resistance to non-magical bludgeoning,
piercing, and slashing damage. Additionally you gain
resistance to one oy your choice between acid, cold, fire,
lightning, poison, or thunder damage.
While you gain benfits from wearing the armor, it comes
with its own uniique detrimental effects while you wear the
armor:
Your Dexterity score decreased by 4 to a minimum of 10
as well as disavantage on all Dexterity saving throws.
Your movement speed is reduced by half.
You gain vulnerablity to force damage.
Battery Life. The power armor runs on a protected
enchanted crystal that fits into a specialized slot in the back
of the armor. This crystal's magic lasts for a total of 24 hours
of continued use before it shatters and the armor is rendered
immobile. The armor gives off a series of faint pulses when
the crystal's magic is reduced to only 4 hours remaining.
A replacement crystal can be purchased for 2,200 gp.
Alternatively, if you are a spellcaster, you can use your action
to expend one 3rd-level spell slot, two 2nd-level slots, or three
1st-level slots to instantly recharge the battery to full capacity.

Power Armor Options


Depending on where and how it appears in the
adventure, you might wish to modify the features
of the power armor.
Attached Weapons For an additonal 3,500 gp the
power armor can outfited with an array of attached
weaponry. These weapons can be equipped as a
bonus action and sheathed as a bonus action.
Melee weapons that can be used are any simple
or martial weapons. With fireamrs only sidearms,
the gunlance or rifleblade can be attached. Only up
to two weapons can be attached to the power
armor at a time
Rebreather. For an additional 5,000 gp when you
purchase this armor, it can be fitted with an oxygen
rebreather that gives the wearer the amphibious
trait. Additionally the rebreather gives the wearer
advantage against saving throws needed for
poisonous gases.

80
Prosthetics Types of Prosthetics
The adventurer’s life is not an easy one, and odds are that There are 4 main types of prosthetics, differing from the
sooner or later, someone is going to be missing something. quality of the materials, the craftsmanship and functionality:
There are many ways in which a character can lose a limb Basic, Intermediate, Mechanical and Magical.
There are also
(such as an attack from a sword of sharpness) but not all are 2 sub-types, which are add-ons to prosthetics, which are
described in detail. It is mentioned that someone who is combat and cosmetic.
turned to stone, damaged, and then turned back to flesh Combat add-ons are pieces of tech that replace parts, or
suffers the same “deformities” that were suffered while add combat centered mechanics and functions such as
petrified. Presumably this would mean a missing arm or leg. blades, ranged weapons, etc.
Others are more vague, but the description of the regenerate Cosmetic add-ons are just pieces that are added to one's
spell clearly states that it regenerates lost limbs, indicating prosthetics to change its appearance, either making it more
that such a thing can happen. natural looking, disguising it, or by making it more menacing
Additionally, some third party material spells out the looking.
possibility of loss of limbs - usually products that detail Basic prosthetics. Cheap, bare-boned (no pun intended),
critical hits and fumbles. semi-functional replacements. From hooks to peg legs to
While magical healing is an amazing thing, the truth is that crutches. They are simple, easy to make and very cheap.
most parties aren’t going to have a healer of sufficiently Cosmetic prosthetics. A Basic or better prosthetic can be
advanced level to cast regenerate to reattach that missing crafted in a way as to disguise the fact that it is there at all,
limb. At lower levels, the amount of money required for such though the tradeoff between appearance and usefulness is
healing may be unattainable. In short, there are going to be very steep.
times when someone’s going to need an artificial replacement Intermediate prosthetics. More intricate and adequate
for their own flesh and blood, at least in the short term. replacements for limbs, giving the owner more freedom of
There are several different levels and types of movement, allowing them to move and perform basic tasks
replacements for a missing limb, from the incredibly basic, without many issues. They also come with placements for
such as hook hands and peg legs, to mechanical and magical attachments. They cost more than the basic prosthetics, but
replacements that are nearly as capable as the genuine they give the use most their previous functions back.
article. Mechanical prosthetics. By using clockwork mechanisms,
powered by the owner's body, this type of prosthetic gives the
Armor for Prosthetics user his or her lost functionality back, and more besides,
Armored prosthetics are easily achieved by adding armor- from weapons or mechanisms that enhance one's strength,
grade leather or steel to a prosthetic. A character with funds resilience or mobility. The only lingering regret after getting a
to spend can choose to add mithril or adamantine armor to a prosthetic such as this would be the lack of sensation in the
prosthetic. Typically, only full-length prosthetic arms or legs missing limb, be it pain or simple touch.
are armored. Rather than granting an armor class bonus (as These are some of the more expensive kinds of prosthetics,
armor worn by a character would), armor for prosthetics but also one of the most customizable and well made. It is
instead increases the hit points of the prosthetic, making it rather difficult to find places with engineers and craftsmen
less vulnerable to damage from an enemy’s blade. good enough to create these kinds of prosthetics, unless in a
capital or a university of sorts that focuses on this sort of
engineering.
Loss of Limb Combat prosthetics. An Intermediate or Mechanical
The discussion of prosthetics requires a discussion prosthetic can be specially crafted to serve as a weapon,
on the penalties a character would suffer as the sacrificing appearance and function for lethality.
result of losing a limb. The Injuries variant rule Magical prosthetics. These are very special and rare.
(found in the Dungeon Master's Guide) denotes They usually aren’t sold off-the-rack, and are typically
the following: specially crafted for their user. These sort of prosthetics are
Losing an Arm or a Hand. You can no longer hold enchanted and made from special magical materials that give
anything with two hands, and you can hold only a the user additional abilities - additionally, they might also give
single object at a time. Magic such as the a user all the functions of a normal functioning limb,
regenerate spell can restore the lost appendage. including the feeling of touch and pain.
Losing a Foot or Leg. Your speed on foot is The bespoke nature of these type of prosthetics, including
halved, and you must use a cane or crutch to move their research, development, and enchantment, drives the
unless you have a peg leg or other prosthesis. You
fall prone after using the Dash action. You have
cost well beyond the means of most people.
disadvantage on Dexterity checks made to balance.
Magic such as the regenerate spell can restore the
lost appendage.
Limp. Your speed on foot is reduced by 5 feet.
You must make a DC 10 Dexterity saving throw
after using the Dash action. If you fail the save, you
fall prone. Magical healing removes the limp.

81
Prosthetic Limbs
Type    Cost    Description
Basic
Prosthetics
Blunt Fist 50 gp A blunt fist is a solid ball of metal, or sometimes it is shaped like a fist or hammerhead. It is
typically little more than a tool, as its construction is ill-suited for combat.
Blunt Foot 50 gp A solid wooden sphere with the base shaved flat, the blunt foot increases its wearer's walking
speed by 10 feet (though it is still reduced by half before this increase). The wearer's speed cannot
be increased beyond this limit, either by abilities, feats, or magic. Additionally, the wearer can make
a DC 15 Dexterity check to avoid falling prone after taking the Dash action.
Crow’s Foot 60 gp Y-shaped with built in stump grip, the wooden crow’s foot returns the feel of a normal foot to the
wearer, allowing Strength (Athletics) checks that would normally be made with disadvantage due to
the missing foot to be made with a -2 penalty instead. In all other ways it is identical to the blunt
foot.
Crutch 5 gp A Y- or T-shaped implement of wood used to help support one’s weight when one’s leg cannot. A
character’s speed is reduced by 5 feet while using a crutch. The crutch can be used as a club, but
attacks with it are made with disadvantage unless the wearer is proficient with improvised
weapons.
Gaff Hand 25 gp A simple metal gaff hook, like those used by sailors and longshoremen, mounted on a harness that
fits over the character’s stump. It is only capable of the crudest manipulation and does not have a
grip. It is impossible to hold a tool or weapon with this hand, but it can be used for opening doors
or loosely holding onto things. It is otherwise similar to a sculpted hand. A character wearing a gaff
hand gets advantage on Charisma (Intimidation) checks so long as the hand is used as part of the
intimidation.
Cosmetic
Prosthetics
Sculpted Foot 80 gp This prosthetic is a wooden or stone foot which resembles a real foot. Sculpted feet are often
/Sculpted Leg painted in flesh tones to match the skin of the character wearing them and can only be identified
as a prosthetic with a successful DC 13 Wisdom (Perception) check. If the character is wearing
socks, shoes or boots, no one can identify the prosthetic. The sculpted foot or leg is not at all fully
functional. It is otherwise similar to a blunt foot.
Sculpted Hand 80 gp This prosthetic is a wooden or ceramic hand, usually in a generally relaxed pose, which looks real at
/Sculpted Arm first glance. Sculpted hands are often painted in flesh tones to match the skin of the character
wearing it and can only be identified as a prosthetic with a successful DC 13 Wisdom (Perception)
check. It can hold mundane objects weighing 10 pounds or less, such as cups and pouches,
between its opened fingers, but cannot be used to wield weapons. Any Strength or Dexterity
checks made that involve the prosthetic are made with disadvantage.
Ornate Arm 400 gp An expertly crafted arm that is covered in finely curved goldenrods that engulf it with porcelain
covering the base prosthetic. You can show off its fine craftsmanship to another person to gain
advantage on a single Charisma check against that person. However, due to the nature of the
prosthetic, any Strength or Dexterity checks made that involve the prosthetic are made with
disadvantage.
Ornate Foot 350 gp This is a porcelain foot covered in gold rodding. You can use it to gain advantage on a single
Charisma check as with the Ornate Arm, but your movement speed is reduced by 10 feet (to a
minimum of 10 feet) on difficult terrain.
Ornate Leg 500 gp This elaborate prosthetic functions like the Ornate Foot.
Ornate Hand 300 gp This prosthetic is a replacement hand, but otherwise functions like the Ornate Arm.

82
Prosthetic Limbs, continued
Type Cost Description
Intermediate
Prosthetics
Hinged Calf 75 gp This tight jointed prosthetic is made of leather and metal, and mimics the knee-to-ankle area of the
leg. Ankle/foot prosthetics can be attached to its ankle end. The hinged calf improves mobility to
the point that your speed is no longer halved, though you now walk with a limp (see the Loss of
Limb sidebar above).
Hinged 75 gp This tight jointed prosthetic mimics the elbow-to-wrist area of the arm. Wrist/hand prosthetics can
Forearm be attached to its end. The hinged forearm is made of leather and metal. Strength and Dexterity
checks involving the prosthetic are made normally, though with a -2 penalty.
Pocket 120 gp A pocket shaft gives every impression of being nothing more than a hinged forearm without a wrist
Shaft attachment. However, a pocket shaft actually contains a hidden repository. The pocket can hold as
much as a belt pouch, and is padded to muffle the sound of items moving inside. Discovering the
existence of the pocket shaft requires a DC 25 Wisdom (Perception) check. In all other ways it is
identical to a hinged forearm.
Shin Sheath 120 gp The distance between the knee and the ankle is exactly the same length as the average dagger.
Resembling a hinged calf, the shin sheath is the dream of any rogue who has lost a leg. Finding a
dagger hidden in a shin sheath requires a DC 25 Wisdom (Perception) check. In all other ways it is
identical to a hinged calf.
Talon 65 gp A modified fork or hook, with three metal digits that can open and close, allowing them to hold
objects somewhat well. The claws are manipulated by using the muscles of the upper arm and
turning the remnants of the limb. Some look like a set of simple metal hooks capable of pivoting,
while others are more ornate, shaped to resemble the talons of predatory birds. The talon hand can
be used as a weapon, delivering 1d6 points of slashing damage. It is treated as a light simple
weapon. It is otherwise identical to a gaff hand.
Wooden 95 gp A simplified and not very life-like wooden leg which has a hinged knee and jointed ankle. The
Leg wooden leg allows the character to walk stiffly. It is otherwise similar to a hinged calf.
Mechanical
Prosthetics
Boneless 1,200 gp This prosthetic is made of high-impact, lightweight materials, allowing for greater freedom of
Leg movement. Your do not suffer penalties to your speed with this prosthetic, and your movement
speed increases by an additional 5 feet. However, a well-placed attack could break the prosthetic, as
the material is more brittle than that of regular prosthetics.
Clamp 65 gp A spring-loaded, metal, crab-like claw originally designed by gnomes to improve their grip. The
clamp can hold items like a normal hand, though it cannot be used to wield a two-handed weapon.
Strength and Dexterity checks involving the prosthetic that would normally have disadvantage are
instead made normally with a -2 penalty. Additionally, the clamp can be used as an improvised club,
which the wearer is proficient with.
Clockwork 500 gp The clockwork arm appears to be a normal arm sleeved in plate armor, but when one listens closely
Arm the sound of gears whirring and clicking can be heard whenever the arm moves. First perfected by
gnomes, clockwork arms are now built by several master smiths. The clockwork arm provides a near-
perfect semblance of full functionality, but is quite expensive. Wearing a clockwork arm negates the
penalties from the wearer's missing limb and further grants a character a +2 bonus to Strength when
determining lifting/carrying capacity, as well as for attacks and damage rolls for weapons wielded by
the clockwork arm (the bonus does not apply to weapons wielded by the other arm, except for two-
handed weapons), as well as for grappling.
Clockwork 800 gp Similar to the clockwork arm, the clockwork leg appears to be an armored leg that clicks and whirs
Leg as it moves. The clockwork leg was another gnomish invention. The leg provides a near-perfect
return to full functionality and mobility for the wearer, but is very expensive. The clockwork leg
negates the wearer’s penalties for losing a leg at the knee.
Haft Lock 150 gp A vice that provides a great deal of grip, but unlike the clamp, the haft lock must be adjusted
manually to achieve the proper tension. As a prosthetic, it allows the wearer to wield a weapon two-
handed. Adjusting a haft lock takes an action. It is otherwise identical to the clamp.
Iron Arm 2,500 gp A very strong prosthetic and durable prosthetic made entirely of metal. It is hollow on the inside but
its weight still the wearer to have a minimum Strength score of 14. While wearing this you get a +1
bonus to AC, but when in water deeper than your height you sink to the bottom and can't swim.
Rabbit’s 2,000 gp This lightweight, durable leg prosthetic increases your the height of your high jump to a minimum
Foot of twice your current height.

83
Prosthetic Limbs, continued
Type Cost Description
Combat
Prosthetics
Hook 25 gp This basic prosthetic deals 1d4 piercing damage when used in combat, and is considered a light
Hand simple weapon.
Bladed 2,000 gp The spring-loaded blade on this prosthetic is treated as a one-handed weapon with the light and
Arm finesse properties. It deals 1d8 slashing damage on a hit. While armed with this it can be put away
and hidden slightly but not fully.
Bladed 3,000 gp The calf and foot of the missing leg is replaced with a heavy, yet sharp blade that you walk upon. You
Leg can make an off-hand attack with a bladed leg even if you are carrying an item in each hand. It deals
1d8 slashing damage and is considered a light martial weapon, but if you don't have martial weapon
training it is considered an improvised weapon.
Crossbow 1,100 gp The crossbow arm is a light crossbow designed to be loaded and fired with one hand. The crossbow
Arm folds into the main body of the prosthetic when at rest. Bolts fired from the crossbow arm deal 1d6
piercing damage.
Dart 900 gp The dart launcher is an arm prosthetic that fires standard darts (1d4 piercing; finesse, thrown
Launcher (20/60)). This is considered a light simple weapon.
Spiked 750 gp The spiked limb is a solid piece of oak covered in metal spikes. An ever-present weapon, it deals 1d6
Limb bludgeoning and piercing damage on a successful strike, and is treated as a light simple weapon. It is
otherwise identical to a blunt hand.
Magical
Prosthetics
Brute's 1,200 gp When equipped with this enchanted limb your Strength score increases by 2, as does your maximum
Arm for that score. Additionally, your carrying capacity triples, as does the weight you can push, drag, or
lift. It otherwise functions as a normal arm.
Dexterous 1,100 gp A leg prosthetic that increases your Dexterity score and its corresponding maximum by 2 and
Leg increases your movement speed by 10 feet, it otherwise functions as a normal leg..
Energy N/A A glowing blue evocation rune is scribed onto the palm. While wearing this prosthetic, a nonmagical
Palm, Cold melee weapon wielded with that hand deals an additional 1d4 cold damage on a hit. You also learn
the frostbite cantrip (save DC 13).
Energy N/A The glowing yellow rune scribed on the palm allows this prosthetic to function as Energy Palm, Cold,
Palm, though the additional damage is lightning instead of cold, and you learn the shocking grasp cantrip.
Electricity You cast this cantrip with an attack bonus of +5.
Energy N/A The glowing red and orange rune scribed on the palm allows this prosthetic to function as Energy
Palm, Fire Palm, Cold, though the additional damage is fire instead of cold, and you learn the produce flame
cantrip. If you attack with the flame from this cantrip, you do so with an attack bonus of +5.
Morphic N/A This black, almost oily-looking prosthetic shifts and morphs at its wearer's will, allowing it to take the
Arm form of any one-handed melee weapon or simple tool the wearer is proficient with. Changing the
form of the morphic arm takes one action.
Wizard’s 3,000 gp Being made of a special and rare material, it is a prosthetic for magic users that lost a limb. When
Hand worn by a magic user, it serves as as their spellcasting focus. Additionally, it is a magic weapon that
can be used to make a melee spell attack, dealing 1d8 bludgeoning damage on a hit.

84
Madness
This is the Madness Variant Rule found in the
Dungeon Master's Guide (p. 258).

In a typical campaign, characters aren't driven mad by the


horrors they face and the carnage they inflict day after day,
but sometimes the stress of being an adventurer can be too
much to bear. If your campaign has a strong horror theme,
you might want to use madness as a way to reinforce that
theme, emphasizing the extraordinarily horrific nature of the
threats the adventurers face.
Going Mad
Various magical effects can inflict madness on an otherwise
stable mind. Certain spells, such as contact other plane and
symbol, can cause insanity, and you can use the madness
rules here instead of the spell effects of those spells.
Diseases, poisons, and planar effects such as psychic wind or
the howling winds of Pandemonium can all inflict madness.
Some artifacts can also break the psyche of a character who
uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a
Wisdom or Charisma saving throw.
Madness Effects
Madness can be short-term, long-term, or indefinite. Most
relatively mundane effects impose short-term madness,
which lasts for just a few minutes. More horrific effects or
cumulative effects can result in long-term or indefinite
madness.
A character afflicted with short-term madness is
subjected to an effect from the Short-Term Madness table for
1d10 minutes.
A character afflicted with long-term madness is subjected
to an effect from the Long-Term Madness table for 1d10 × 10
hours.
A character afflicted with indefinite madness gains a new
character flaw from the Indefinite Madness table that lasts
until cured.
Short-Term Madness
    d100     Effect (lasts 1d10 minutes)
01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character

takes any damage.


21-30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31-40 The character becomes frightened and must use his or her action and movement each round to flee from the
source of the fear.
41-50 The character begins babbling and is incapable of normal speech or spellcasting.
51-60 The character must use his or her action each round to attack the nearest creature.
61-70 The character experiences vivid hallucinations and has disadvantage on ability checks.
71-75 The character does whatever anyone tells him or her to do that isn't obviously self-destructive.
75-80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81-90 The character is stunned.
91-100 The character falls unconscious.

85
Long-Term Madness Indefinite Madness
    d100     Effect (lasts 1d10 × 10 hours)     d100     Flaws (last until cured)
01-10 The character feels compelled to repeat a 01-15 "Being drunk keeps me sane."
specific activity over and over, such as washing
hands, touching things, praying, or counting 16-25 "I keep whatever I find."
coins. 26-30 "I try to become more like someone else I
11-20 The character experiences vivid hallucinations know--adopting his or her style of dress,
and has disadvantage on ability checks. mannerisms, and name."
21-30 The character suffers extreme paranoia. The 31-35 "I must bend the truth, exaggerate, or outright
character has disadvantage on Wisdom and lie to be interesting to other people."
Charisma checks. 36-45 "Achieving my goal is the only thing of interest
31-40 The character regards something (usually the to me, and I'll ignore everything else to pursue
source of madness) with intense revulsion, as if it."
affected by the antipathy effect of the 46-50 "I find it hard to care about anything that goes
antipathy/sympathy spell. on around me."
41-45 The character experiences a powerful delusion. 51-55 "I don't like the way people judge me all the
Choose a potion. The character imagines that time."
he or she is under its effects.
56-70 "I am the smartest, wisest, strongest, fastest,
46-55 The character becomes attached to a "lucky and most beautiful person I know."
charm," such as a person or an object, and has
disadvantage on attack rolls, ability checks, and 71-80 "I am convinced that powerful enemies are
saving throws while more than 30 feet from it. hunting me, and their agents are everywhere I
go. I am sure they're watching me all the time."
56-65 The character is blinded (25%) or deafened
(75%). 81-85 "There's only one person I can trust. And only I
can see this special friend."
66-75 The character experiences uncontrollable
tremors or tics, which impose disadvantage on 86-95 "I can't take anything seriously. The more
attack rolls, ability checks, and saving throws serious the situation, the funnier I find it."
that involve Strength or Dexterity. 96-100 "I've discovered that I really like killing people."
76-85 The character suffers from partial amnesia. The
character knows who he or she is and retains
racial traits and class features, but doesn't Curing Madness
recognize other people or remember anything A calm emotions spell can suppress the effects of madness,
that happened before the madness took effect. while a lesser restoration spell can rid a character of a short-
86-90 Whenever the character takes damage, he or term or long-term madness. Depending on the source of the
she must succeed on a DC 15 Wisdom saving madness, remove curse or dispel evil might also prove
throw or be affected as though he or she failed effective. A greater restoration spell or more powerful magic
a saving throw against the confusion spell. The
confusion effect lasts for 1 minute.
is required to rid a character of indefinite madness.
91-95 The character loses the ability to speak.
96-100 The character falls unconscious. No amount of
jostling or damage can wake the character.

86
Mounts and Vehicles
Over the past centuries of technological improvements, Land Vehicles
advancements have been made to mounted and vehicular Item Cost Speed Capacity
travel. Vehicles such as the bicycle and hot air balloon are
joined by cars, motorcycles, and airships - though some still Caravan 100 gp 30 ft. 500 lbs., including
passengers
prefer the traditional horse and buggy, either out of
stubbornness or fear. Even with these new options available, Carriage 100 gp 30 ft 4 passengers
one thing remains unchanged in travel: you still have to treat Cart 15 gp 40 ft 300 lbs.
your "mount" right.
Monowheel 1,000 gp 60 ft 1 passenger
Travel Speed and Pace Small Car 750 gp 100 ft 4 passengers,

or 2 with cargo
Speeds of vehicles below are provided in feet per round,
similar to movement speed on foot. Multiplying this speed by Large Car 2,000 gp 200 ft 8 passengers,

ten will give an equivalent speed in feet per minute. And, for or 6 with cargo
the sake of convenience, dividing this speed by 10 will give a Clockwork 100,000 gp 50 ft 6 crewmen
rough estimate of speed in miles per hour (mph) - which can Tank
then be used to determine how many miles the vehicle travels Steam Tank 7,200 gp 30 ft 8 crewmen
in a day.
Speed can be doubled to begin traveling at a fast pace, or Steam Engine 10,000 gp 180 ft 300 passengers
halved to travel at a slow pace. Traveling at a fast pace incurs
a -5 penalty on passive Wisdom (Perception) scores, causes Caravans, Carriages, and Carts. These simple vehicles
active Wisdom (Perception) checks to be made at are pulled by draft horses (or similar animals). A caravan is
disadvantage, and has the potential to cause damage to your designed largely for holding a large amount of cargo, while a
vehicle beyond normal wear and tear. Traveling at a slow carriage is designed to comfortably house a number of
pace, by contrast, allows the possibility of stealth, though passengers.
significantly impacts your resource consumption, as getting Cars and Tanks. These modern vehicles are fitted with
to your destination takes twice as long. engines consisting of heavy boilers and condensers. The
power of the vehicle is intrinsically tied to the size of the
Wind Speed boiler. A larger boiler is heavier, but produces more power.
The machinery of a steam-powered car is intricate and
Some vehicles move through the air as easily as others do on prone to damage at higher speeds, and the wheels and axles
land or water. These vehicles rely partially on the speed of the are not tuned for 'off-roading'. Cars travel at half speed when
wind to determine their rate of travel. The DM can roll 2d10 not traveling on an appropriate surface (i.e. pavement or tight-
to determine the current wind speed (in feet per round), and packed earth). Tanks do not suffer this penalty, as they run
then roll a d8 to determine the direction: either on treads or on spiderlike clockwork legs and are
d8 Direction better able to overcome difficult terrain.
Monowheel. This is a one-wheeled single-track vehicle
1 North similar to a unicycle. However, instead of sitting above the
2 Northeast wheel as in a unicycle, the rider sits within it. Steering is
accomplished by leaning within the moving vehicle, though
3 East this is difficult to do at speed or on difficult terrain.
4 Southeast Steam Engine. This vehicle is a train that runs on a very
5 South powerful steam engine, designed for passengers and their
cargo. The size of its engine allows for a much higher
6 Southwest theoretical speed, but since it runs on specially built rails, its
7 West speed is contingent on the quality of the wood and metal
8 Northwest
construction of these rails.

An air vehicle is moving with the wind as long as its


direction of travel is either the same or one step away from
the wind's direction (i.e. a vehicle traveling north is moving
with the wind if the wind is moving north, northeast, or
northwest). It is moving against the wind if it is more than

two steps away from the wind's direction.


An air vehicle moving against the wind has its travel

speed reduced by the wind speed, to a minimum of half of its


normal speed. Similarly, an air vehicle moving with the wind
will have its speed increased, to a maximum of 1.5 times its
normal speed.

87
Air Vehicles
Item Cost Speed Size Fuel Usage Capacity
Standard Air Vehicles
Cargo Ship 30,000 gp 20 ft (flying) 50 ft x 260 ft 5,000 Tons
Carrier Ship 23,000 gp 20 ft (flying) 35 ft x 250 ft 1,700 Tons
Explorer's Ship 20,000 gp 40 ft (flying) 60 ft x 30 ft 500 Tons
Feathered Galley 63,000 gp 40 ft (flying) 35 ft x 80 ft 100 Tons
Longship 16,000 gp 40 ft (flying) 35 ft x 150 ft 1,200 lbs
Personal Vessel 5,000 gp 30 ft (flying) 30 ft x 15 ft 300 lbs
Merchant Ship 12,000 gp 20 ft (flying) 25 ft x 50 ft 1,250 lbs
Skyboard 2,000 gp 20 ft (flying) 5 ft x 5 ft 1 passenger
Warship 30,000 gp 50 ft (flying) 25 ft x 80 ft 300 Tons
Sky Yacht 40,000 gp 30 ft (flying) 35 ft x 80 ft 1,500 lbs
Zeppelin 45,000 gp 40 ft (flying) 20 ft x 150 ft 1,000 Tons
Zeppelin, War 70,000 gp 40 ft (flying) 20 ft x 150 ft 800 Tons
Unique Air Vehicles
Aerial Screw 500 gp 15 ft (flying) 5 ft x 10 ft 300 lbs
Alchemical Dragon 100,000 gp 60 ft (flying) 20 x 75 ft 100-800 lbs
Glider 150 gp 40 ft (glide only) 10 x 10 ft 300 lbs
Ornithopter 500 gp 15 ft (flying) 5 ft x 5 ft 1 passenger
Zephyr 50,000 gp 40 ft (flying) 10 x 70 ft 500 lbs

    Cargo Ship. These bulky vessels are designed for the Merchant Ship. Designed for transit of moderate, easily
transit of large amount of heavy cargo, typically for accessible loads, these ships often double as a traveling
commercial purposes. They have a large rear hatch that folds storefront. Ships such as these can act as traveling
down into a broad ramp, and typically carry enough restaurants if equipped with a well stocked galley. They have
equipment - rope, pulleys, carts and dollies - to ease the a collapsible ladder and boarding plank to be used to conduct
loading and unloading of the ship. Though they are slow business while in the air. These ships are not especially fast
moving, they are designed to protect the cargo they are or maneuverable, but offer a smooth, comfortable ride, and
transporting. are armed for self-defense.
Carrier Ship. Essentially "longer longboats", carrier ships Personal Vessel. A smaller ship, designed to be easily
are designed with a long flat area and covered shelters controlled and sailed by a small number of operators. These
positioned abovedeck. This design provides a long runway for ships are simple and unarmed, and do not hold much
the launching of the many flying mounts that are stored in the personnel or cargo. This category of ships includes fishing
shelters, as well as a mobile supply station for airborne boats and small caravels.
troops. Skyboard. This is a flat longboard with a sail attached. It
Explorer’s Ship. These light, maneuverable ships are hovers in the air using special enchantments and is pushed
designed to accommodate a small crew for both short either using wind power or boosters, depending on the
scouting ventures and long away missions exploring model. The skyboard comes in many different styles, and is
uncharted areas. Their cabins are designed to accommodate target towards younger audiences seeking aerial stunts and
multiple possible uses. acrobatics.
Feathered Galley: This sleek galley features sails made of Warship. These airships are designed to be the pinnacle of
feathers. The figurehead depicts a beautiful harpy flying aerial combat. They are fast, maneuverable, and well armed.
above the jaws of a snapping sea drake. Large fleets of warships are typically owned by governments,
Longboat. Ships designed exclusively for carrying men but lone ships can typically be found sailed by pirates,
quickly. Often little more than just platforms and sails, these merchants and adventurers.
ships may not even use a balloon and may use sails angled to
provide lift. These ships are only lightly armed, but are fast
and maneuverable.

88
    Sky Yacht. Luxury vessels designed for the rich. These
ships are for comfortable, luxurious travel and not much else.
These ships prioritize comfort over any kind of defensive Propulsion Methods
capability, but are typically fast enough to make a getaway at Arcane Engine. A unique blend of science and
the sign of trouble. magic created this powerful engine. Arcane
Zeppelin. These airships are blimps built for cruising and engines do not produce heat in the same way
luxury. They are crewed by around 15 aeronauts and boast alchemical or steam engines do, and their fewer
comfortable seating and scenic views. moving parts lead to fewer breakdowns, but
Zeppelin, War. This massive rigid skinned blimp is built maintenance requires the constant attention of
for combat up to 3000 feet in the air. The gas bags are powerful spellcasters, and a midair collision
divided into multiple compartments so that a single puncture between two vehicles running arcane engines is
will not deflate an entire balloon. The war zeppelin is far more disastrous.
commonly crewed by 18 aeronauts (captain, commissar, chief Alchemical Engine. Powerful but high on fuel
engineer, cook, signals officer, navigator, and 12 non- consumption, these engines burn a very precise
blend of chemicals to generate power. The fuel
commissioned crew). In addition to its weapon armament, it must be created by skilled crafters
often is crewed with an additional 16 armed soldiers knowledgeable in the alchemical arts. Its
equipped with gliders or jetpacks. production requires a successful DC 20
Aerial Screw. Built of soarwood and canvas, this flying Intelligence (Alchemist's tools) check. On a
marvel has a rapidly turning rotor that keeps it airborne. failed check, the fuel is either completely
There are no blades but rather a large, fairly flat apparatus of nonvolatile or could cause the ship's engines to
spiraling sail that thrusts air downward to generate lift. fail or even explode catastrophically.
Alchemical Dragon. This ship is made of wood and is Steam Engine. The most basic of all the engines,
usually crafted in the shape of a dragon. It is held aloft purely this engine is the namesake of the current age.
by its alchemical engine, a complicated and dangerous device It is powered by two things - water and heat.
that has a tendency to explode when the vehicle becomes Regardless of configuration, steam engines
wrecked. If an alchemical dragon crashes, the DM can choose consist of a large boiler filled with water,
make a DC 24 Constitution check using the Constitution hundreds of pounds of coal to bring the water
modifier of the pilot. If the check fails, the alchemical engine to temperature, and a condenser to minimize
the loss of energy to the open air. Steam-
explodes, dealing 10d10 points of fire damage to all objects powered vehicles typically require a full crew to
and creatures within a 60-foot radius of the alchemical power and steer, and their construction has
engine. A creature can make a DC 17 Dexterity save to try to many points of failure requiring skilled
halve this damage. technicians to repair.
Glider. A glider is basically a large piece of sail stretched Solar Sails. These sails are made using powerful
out with a frame and connected to a handhold and straps. enchantments and are much more expensive
The only way to get a glider flying is to jump off a steep than your average canvas, costing up to 5,000
incline, allowing the glider to pick up the air current. Gliders gp a sail. Despite the cost, many a sailor will
have no power of their own, and must rely on these currents argue their incredible utility, as the sails
to remain aloft. When moving with the wind, a glider loses 5 themselves absorb solar energy and output
feet of altitude for every 40 feet of movement. Against the power, eliminating the need for an engine
wind, the glider loses 5 feet of altitude for every 10 feet of almost entirely.
movement. In either case, gliders cannot ascend on their
own.
Ornithopter. These devices are typically powered by

intricate clockwork mechanisms that simulate the

flapping of a bird's wings. Powered by one man (with

some rudimentary enchantments, of course), these

devices compete with skyboards for domination of

the recreational flight market.


Zephyr. A massive balloon containing a bound air

elemental is connected by chains to the ship below.

This ship is similar to a sailing ship, complete with

an open top, and is propelled by commanding

or persuading the elemental to move.

89
Credits
Documents Used "Wardens of the Reborn Forge" for Pathfinder, artist
unknown
Arcane Artillery: The Gun Nut's Guide by u/ZowJr "Steampunk Grenade" by Artguy21
AWAKENED UNDEAD RACE v0.3 final! Playable "Gunslinger for the Icarus Project" by Prokopii Osipov
Skeletons, Revenants, and Ghosts! by "Lady Mechanika Comicon Challenge 2014" by Olga
u/the_singular_anyone Starodubtseva
The Kobold, a redesign by a long time kobold player by "Compass", artist unknown
u/elevatorampage "Dragonscale Cloak" from Magic Item Compendium,
The Mannequin Race (v1) — Like Warforged, only more artist unknown
fashionable by u/ezfi https://i.imgur.com/0BiakjB.png?2 source unknown
5e Background: The Slave by u/Moses_The_Wise https://i.imgur.com/WffuSO5.png?1 source unknown
Background: Philosopher by u/ezfi "soldier firing magic musket" by ~MaximusMk, possible
source
Art Credits "The Caliber" by Stanley Lau
Paizo Publishing https://i.imgur.com/yf1MDt4.png?1 source unknown
"The Exile's Violin" cover by Enggar Ajar Adirasa "Desperado" by Linda Crockett, 2009
"Gene Starwind's Caster Gun" by unknown artist on "Vertical Movement Gear" concept art from Attack on
deviantart.com; credit D. Phoenix 2002 Titan, by Hajime Isayama
"Piltover and Zaun" for League of Legends by Matt Gaser "Backpack/Jetpack" by Greg Chown
Awakened Undead: Art compiled by "Forgeman Heavy Armor" concept art from Guild Wars 2,
u/the_singular_anyone, sources unknown uncredited
"Brigh in humanoid construct form" by Leonardo Borazio "Cleric of Madness" by Mitch Cotie
https://i.imgur.com/TaiLtqB.jpg?1 Paizo Publishing "Beholder Crown" from Magic Item Compendium, artist
https://i.imgur.com/kaRd97p.png?1 source unknown unknown
"Black Mage" by Tony Warne "Steam(punk)train" by Emil Landgreen
"CHOW 213 Black Mage" by Eric Young "City of Ankon" by Jan Ditlev
"Dragonwrought Kobold" by Carl Frank Magic Gunslingers on the Cover
"A Mannequin's Soliloquy" by Niki Hunter http://www.giantitp.com/forums/showthread.php?213035-
"Guild Wars 2 Concept Art 121", uncredited PF-The-Gunslinger-s-Handbook
http://i.imgur.com/pZupDPg.png (Mavaro) Paizo Caster: Takehiko Itō's Outlaw Star
Publishing The Ultimate Arsenal" Target Sports USA
"Clay Golem" from Granblue Fantasy, uncredited Old West Saloon http://danielwachter.deviantart.com/
"Alchemist's Vial MtG Art" by Lindsey Look Dark Magical Gunslinger: Source Unknown
"Wands" from Pottermore, uncredited NCR Ranger: Bethesda Studios
"Underworld Twisted Fate" render from League of Desperado: Linda Crocket
Legends, uncredited Gunslinger Girl: Psycho-Fish on DeviantArt
"Twisted Fate" render from League of Legends, Old West Town: Found on Pintrest, Source Unknown
uncredited Prophet Pistols: Psyonix and Square Enix's Nosgoth
"Sunset Composition 03" from Matt Hatter Chronicles, No Mercy Percy http://captainkato.deviantart.com/
artist unknown Lucca: Akira Toryama
"Gunslinger Girl" by Max Dunbar Jesse McCree Fanart http://zendanaar.deviantart.com/
"Steampunk Sniper Rifle" by TheVigil24 Machinist's Office
"Critical Role: No Mercy Percy" by CaptainKato http://www.thefirearmblog.com/blog/2016/07/11/10-tools-
"Overwatch - McCree" by Zendanaar every-shooter-should-own/ (Possible Source)
"Gun Mage 2" by Privateer Press, uncredited Gun Mage: Privateer Press 2012
"Spellslinger Concept Art" from Wildstar, artist unknown C9 Gunslinger: Webzen Games
"The Dark Tower" by Michael Whelan Portly Gunsmith: Source Unknown
http://orig11.deviantart.net/484f/f/2017/044/b/5/warlock_by_j_money117-
Gunsmith Teched Out: http://daverapoza.deviantart.com/
dayqpqf.png source unknown 2nd Magic Gunsmith Pic: Source Unknown
"Gunslinger" by Frank Hong Desperado Sona
"Dispersal Technician MtG Art" by Scott Murphy https://www.pinterest.com/source/leaguesplash.com
"The Doctor" by Sir Luke Fildes, 1891 Red Dead Redemption Wallpaper: Rockstar Games
"Steampunk Officer" by Simon Acty Neo Fanart: http://vbagi.deviantart.com/
"Nouveau - Twisted - Demented Games" by Alexandre Warden Picture: Tyler Edlin
Chaudret Warlock Pact Picture: Source Unknown
"2012 work" by Choi Keun Hoon Magic Gunslinger: http://frankhong.deviantart.com/
"Zygmunt Bauman" by Bastian Restrepo Glassing Beam: http://lightspeeed.deviantart.com/
"Stonebreaker, Dragonborn Paladin" by u/Polygraf Gunslinger Shooting Zombies: Paizo Publishing
"Glassing the Planet" by Lightspeeed Dragon Gun: Source Unknown
"Ral Zarek" by Eric Deschamps Lightning Gunshot: Source Unknown
90
Credits Cont.
K9000 Gun, Lucky Revolver, Mysterious Revolver:
Bethesda Software
Ice Sniper: Source Unknown
Swordsplosion: Gearbox Studios
McCree's Revolver (Golden Skin): Blizzard Entertainment
Khvostov 7G-0X: Bungie Studios
Elemental Gunslinger: Source Unknown
Multiple use of Paizo Publishing LLC
Bioshock Francises
Riot Games/Leauge of Legends
https://fontmeme.com/cool-fonts/
Guild Wars Francises
James Flaxman Concept Art
/u/mrvalor.
Ironclad Game Corporation
Additional Resources
Title Font generated by fontmeme.com
D&D Cover Alternate logos by u/AeronDrake
Homebrewery Watercolor Stains by u/AeronDrake
Homebrewery Full Page Watercolor Stains by
u/flamableconcrete

91

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